<?xml version="1.0" encoding="UTF-8"?>
<!-- generator="wordpress/2.0.1" -->
<rss version="2.0" 
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	>

<channel>
	<title>Sirlin.net -- Your source of shocking insights on game design</title>
	<link>http://www.sirlin.net</link>
	<description>A game designer's eye view of things</description>
	<pubDate>Tue, 22 Jul 2008 05:36:05 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.0.1</generator>
	<language>en</language>
			<item>
		<title>Kongai Released!</title>
		<link>http://www.sirlin.net/archive/kongai-released/</link>
		<comments>http://www.sirlin.net/archive/kongai-released/#comments</comments>
		<pubDate>Thu, 10 Jul 2008 08:16:15 +0000</pubDate>
		<dc:creator>Sirlin</dc:creator>
		
	<category>Games I Worked On</category>
		<guid isPermaLink="false">http://www.sirlin.net/archive/kongai-released/</guid>
		<description><![CDATA[What is this virtual card game that I've been working on forever? Now you can find out for yourself here. It's deceptively simple in that you only make about two clicks per turn: first choose your fighting range, then choose amongst attack / inercept / rest / switch characters. And yet I think you'll find [...]]]></description>
			<content:encoded><![CDATA[<p>What is this virtual card game that I've been working on forever? Now you can <a target="_blank" href="http://www.kongregate.com/games/Kongregate/kongai">find out for yourself here</a>. It's deceptively simple in that you only make about two clicks per turn: first choose your fighting range, then choose amongst attack / inercept / rest / switch characters. And yet I think you'll find it tests the interesting skills of yomi (reading the mind of the opponent) and valuation (judging the relative value of moves in a game).</p>
<p>I take full responsibility for how good or bad the game balance is. ;) Oh, and I already know you think that Tafari is too good and that the random number generator is broken. Neither is true and everyone says both of those things when they start.</p>
<p>You can discuss the game <a target="_blank" href="http://www.sirlin.net/forums/forumdisplay.php?f=16">on my forums</a>, if you like.<br />
Good luck!<br />
--Sirlin
</p>
]]></content:encoded>
			<wfw:commentRSS>http://www.sirlin.net/archive/kongai-released/feed/</wfw:commentRSS>
		</item>
		<item>
		<title>Sirlin Playing SF HD Remix Beta</title>
		<link>http://www.sirlin.net/archive/sirlin-playing-sf-hd-remix-beta/</link>
		<comments>http://www.sirlin.net/archive/sirlin-playing-sf-hd-remix-beta/#comments</comments>
		<pubDate>Thu, 26 Jun 2008 18:40:55 +0000</pubDate>
		<dc:creator>Sirlin</dc:creator>
		
	<category>Fighting Games</category>
	<category>Videos</category>
	<category>Games I Worked On</category>
	<category>Street Fighter HD Remix</category>
		<guid isPermaLink="false">http://www.sirlin.net/archive/sirlin-playing-sf-hd-remix-beta/</guid>
		<description><![CDATA[Here's a video that Cigarbob recorded of some casual play in the Street Fighter HD Remix beta. You can see me play starting at 3:15. I play Ryu here and demonstrate the use of the fake fireball several times (it has other uses too, but this is just a sample).
View This Video on You Tube
I [...]]]></description>
			<content:encoded><![CDATA[<p>Here's a video that Cigarbob recorded of some casual play in the Street Fighter HD Remix beta. You can see me play starting at 3:15. I play Ryu here and demonstrate the use of the fake fireball several times (it has other uses too, but this is just a sample).</p>
<p><ins><div class='yourTubeVideo_link'><a href='http://www.youtube.com/watch?v=YP1R90YLtSA&#038;hl=en'>View This Video on You Tube</a></div><div class='yourTubeVideo_holder'><div style='height:350px;' class='yourTubeVideo'><object style='width:425px;height:350px' type='application/x-shockwave-flash' data='http://www.youtube.com/v/YP1R90YLtSA&#038;hl=en'><param name='movie' value='http://www.youtube.com/v/YP1R90YLtSA&#038;hl=en'/><param name='scale' value='noScale' /><param name='wmode' value='window'/><param name='salign' value='TL' /></object></div></div></ins></p>
<p>I forgo several crossup oppertunities in this vid, partly because we were distracted with talking partly because CigarBob has crazy reversal abilities. In later matches I went for the crossups more, but whatever. At some point I did a crazy dragon punch vs his sweep and declared the maneuver "old-school only."<br />
Enjoy.<br />
--Sirlin
</p>
]]></content:encoded>
			<wfw:commentRSS>http://www.sirlin.net/archive/sirlin-playing-sf-hd-remix-beta/feed/</wfw:commentRSS>
		</item>
		<item>
		<title>Three Days, Three Betas</title>
		<link>http://www.sirlin.net/archive/three-days-three-betas/</link>
		<comments>http://www.sirlin.net/archive/three-days-three-betas/#comments</comments>
		<pubDate>Wed, 25 Jun 2008 02:20:49 +0000</pubDate>
		<dc:creator>Sirlin</dc:creator>
		
	<category>Games I Worked On</category>
		<guid isPermaLink="false">http://www.sirlin.net/archive/three-days-three-betas/</guid>
		<description><![CDATA[In a surprise, hardest-working-man-in-game-design move, I have three betas of three different games that I'm lead designer of happening on three consecutive days:

Monday: Kongai, 1.8 balance patch, closed beta
Tuesday: Yomi: Fighting Card Game, semi-closed beta for shoryuken.com members
Wednesday: Street Fighter HD Remix, open beta

Yomi: Fighting Card game is a fixed-deck card game using modified poker [...]]]></description>
			<content:encoded><![CDATA[<p>In a surprise, hardest-working-man-in-game-design move, I have three betas of three different games that I'm lead designer of happening on three consecutive days:</p>
<ol>
<li>Monday: Kongai, 1.8 balance patch, closed beta</li>
<li>Tuesday: Yomi: Fighting Card Game, semi-closed beta for shoryuken.com members</li>
<li>Wednesday: Street Fighter HD Remix, open beta</li>
</ol>
<p>Yomi: Fighting Card game is a fixed-deck card game using modified poker cards that simulates the mind-games that go on during fighting games. I started this as a side project three years ago. Kongai virtual card game is the main site-wide game at Kongregate.com and is also an exploration of "reading the mind of the opponent." I started the design of this game about 2 years ago. Street Fighter HD Remix is an update to the 14-year-old classic, Super Street Fighter 2 Turbo. It has all sorts of features, but most importantly, I completely rebalanced the game and I hope it will hold up under the intense pressure of tournament play. I started the balancing process about a year ago.</p>
<p>Kongai: 20 characters<br />
Yomi: 18 decks (18 characters)<br />
Street Fighter HD Remix: 17 characters</p>
<p>That's 55 characters total, and tens of thousands of variables that have to be set a certain way to make sure things are balanced for competitive play--and fun!. (Maybe hundreds of thousands if you really count everything in Street Fighter.) It's a lot to balance! Especially all at once.</p>
<p>If you're not in the closed beta for Kongai, you'll get your chance to play it soon anyway. The public release is getting close. Shoryuken.com members can play Yomi right now if they are willing to print out some playtest cards and are invited to bring prototype cards to the Evolution Fighting Game Championships this August in Las Vegas. The real Yomi game should be out next year. And anyone who buys Commando 3 on XBLA can play the Street Fighter beta starting tomorrow. The full game will be out when the art is done.</p>
<p>Enjoy!<br />
--Sirlin
</p>
]]></content:encoded>
			<wfw:commentRSS>http://www.sirlin.net/archive/three-days-three-betas/feed/</wfw:commentRSS>
		</item>
		<item>
		<title>World of Warcraft Arena Balance, and Sirlin&#8230;</title>
		<link>http://www.sirlin.net/archive/world-of-warcraft-arena-balance-and-sirlin/</link>
		<comments>http://www.sirlin.net/archive/world-of-warcraft-arena-balance-and-sirlin/#comments</comments>
		<pubDate>Tue, 27 May 2008 01:28:47 +0000</pubDate>
		<dc:creator>Sirlin</dc:creator>
		
	<category>Blizzard Stuff</category>
		<guid isPermaLink="false">http://www.sirlin.net/archive/world-of-warcraft-arena-balance-and-sirlin/</guid>
		<description><![CDATA[Here's an amusing post on gameriot by Vir that mentions me. The comments are entertaining too. It's about the balance in World of Warcraft arenas, and making the game into an e-sport.
For the record, I'm available but I don't think Blizzard will call. ;) For one, they might say that fighting game balance doesn't apply [...]]]></description>
			<content:encoded><![CDATA[<p>Here's <a target="_blank" href="http://www.gameriot.com/blogs/Serious-Business-1/Blizzard-doesnt-understand-Balance/">an amusing post on gameriot</a> by Vir that mentions me. The comments are entertaining too. It's about the balance in World of Warcraft arenas, and making the game into an e-sport.</p>
<p>For the record, I'm available but I don't think Blizzard will call. ;) For one, they might say that fighting game balance doesn't apply to their game, and that I don't know their game. Shrug. The same concepts seem to apply to Puzzle Fighter, Street Fighter, Kongai, Yomi card game, and the other projects I can't tell you about. Balance is balance and the same issues show over and over.</p>
<p>And second, I don't think my article two years ago won me any points there. Even though much of what I complained about has indeed been acknowledged and addressed, I don't think my tone went over well.</p>
<p>Anyway, thanks Vir.</p>
<p>--Sirlin
</p>
]]></content:encoded>
			<wfw:commentRSS>http://www.sirlin.net/archive/world-of-warcraft-arena-balance-and-sirlin/feed/</wfw:commentRSS>
		</item>
		<item>
		<title>Gamasutra, Larry Ahern, and Jenova Chen</title>
		<link>http://www.sirlin.net/archive/gamasutra-larry-ahern-and-jenova-chen/</link>
		<comments>http://www.sirlin.net/archive/gamasutra-larry-ahern-and-jenova-chen/#comments</comments>
		<pubDate>Sun, 25 May 2008 07:18:10 +0000</pubDate>
		<dc:creator>Sirlin</dc:creator>
		
	<category>Musings</category>
		<guid isPermaLink="false">http://www.sirlin.net/archive/gamasutra-larry-ahern-and-jenova-chen/</guid>
		<description><![CDATA[One of the only visual arts sessions I ever went to at the Game Developer's Conference was one years ago given by Larry Ahern, the art lead on the Curse of Monkey Island (Monkey Island 3). He was great and explained that he chose 2D on purpose of 3D, that he undertook the herculean task [...]]]></description>
			<content:encoded><![CDATA[<p>One of the only visual arts sessions I ever went to at the Game Developer's Conference was one years ago given by Larry Ahern, the art lead on the Curse of Monkey Island (Monkey Island 3). He was great and explained that he chose 2D on purpose of 3D, that he undertook the herculean task of doing the line art for ALL the backgrounds in the entire game himself for consistency's sake, and that following the rules of classical composition guaranteed he would at least end up with things that "didn't totally suck."</p>
<p>And now, <a target="_blank" href="http://www.gamasutra.com/php-bin/news_index.php?story=18274">gamasutra interviewed Larry</a> about his company. It sure sounds a lot like what Grassroots Gamemaster talks about. The people in Larry's circle are all contractors who come together for projects but don't all work in the same "factory." I'm getting used to the idea.</p>
<p>Meanwhile Jenova Chen is doing his own thing <a target="_blank" href="http://www.gamasutra.com/view/feature/3648/finding_a_new_way_jenova_chen_and_.php">in this other interview</a>. I will officially state that Jenova Chen has beaten me. He really is making things of his choosing, things that the rest of the industry isn't so good at making. Most of all, he really seems to lead a band of programmers and developers to implement his vision. Bravo, Jenova Chen.</p>
<p>--Sirlin
</p>
]]></content:encoded>
			<wfw:commentRSS>http://www.sirlin.net/archive/gamasutra-larry-ahern-and-jenova-chen/feed/</wfw:commentRSS>
		</item>
		<item>
		<title>My Interview at GameCyte, Part 2</title>
		<link>http://www.sirlin.net/archive/my-interview-at-gamecyte-part-2/</link>
		<comments>http://www.sirlin.net/archive/my-interview-at-gamecyte-part-2/#comments</comments>
		<pubDate>Wed, 14 May 2008 21:27:50 +0000</pubDate>
		<dc:creator>Sirlin</dc:creator>
		
	<category>Fighting Games</category>
	<category>Videos</category>
	<category>Blizzard Stuff</category>
		<guid isPermaLink="false">http://www.sirlin.net/archive/my-interview-at-gamecyte-part-2/</guid>
		<description><![CDATA[The fine folks at GameCyte did cut a second part of my interview after all. This one touches on the more abstract concepts of balancing games. Topics include symmetric vs. asymmetric games, hardcore vs casual balance, and depth vs. fairness.
Maybe I should have a weekly show or something?
--Sirlin

]]></description>
			<content:encoded><![CDATA[<p>The fine folks at GameCyte did cut a <a target="_blank" href="http://www.gamecyte.com/2008/05/14/interview-with-david-sirlin-discussing-game-balance-part-2-of-2/1342">second part of my interview</a> after all. This one touches on the more abstract concepts of balancing games. Topics include symmetric vs. asymmetric games, hardcore vs casual balance, and depth vs. fairness.</p>
<p>Maybe I should have a weekly show or something?</p>
<p>--Sirlin
</p>
]]></content:encoded>
			<wfw:commentRSS>http://www.sirlin.net/archive/my-interview-at-gamecyte-part-2/feed/</wfw:commentRSS>
		</item>
		<item>
		<title>My Interview at GameCyte</title>
		<link>http://www.sirlin.net/archive/my-interview-at-gamecyte/</link>
		<comments>http://www.sirlin.net/archive/my-interview-at-gamecyte/#comments</comments>
		<pubDate>Wed, 14 May 2008 03:24:33 +0000</pubDate>
		<dc:creator>Sirlin</dc:creator>
		
	<category>Fighting Games</category>
	<category>Videos</category>
	<category>Games I Worked On</category>
	<category>Street Fighter HD Remix</category>
		<guid isPermaLink="false">http://www.sirlin.net/archive/my-interview-at-gamecyte/</guid>
		<description><![CDATA[The fine folks at GameCyte interviewed me about Street Fighter HD Remix and a bit about my background. I discuss how difficult it was winning over hearts and minds on this project, but now we're going strong, I think.
GameCyte also asked a lot of questions about game balancing in general, what it actually means, how [...]]]></description>
			<content:encoded><![CDATA[<p>The fine folks at <a target="_blank" href="http://www.gamecyte.com/2008/05/12/gamecyte-interview-with-backbones-david-sirlin/1275">GameCyte interviewed me</a> about Street Fighter HD Remix and a bit about my background. I discuss how difficult it was winning over hearts and minds on this project, but now we're going strong, I think.</p>
<p>GameCyte also asked a lot of questions about game balancing in general, what it actually means, how it's done, and how it differs in different types of games. Those didn't make it into the final cut, but maybe they'll create a part 2 out of all the footage. In any case, enjoy!<br />
--Sirlin
</p>
]]></content:encoded>
			<wfw:commentRSS>http://www.sirlin.net/archive/my-interview-at-gamecyte/feed/</wfw:commentRSS>
		</item>
		<item>
		<title>10-man Raiders: Second Class?</title>
		<link>http://www.sirlin.net/archive/10-man-raiders-second-class/</link>
		<comments>http://www.sirlin.net/archive/10-man-raiders-second-class/#comments</comments>
		<pubDate>Tue, 13 May 2008 07:37:08 +0000</pubDate>
		<dc:creator>Sirlin</dc:creator>
		
	<category>Blizzard Stuff</category>
	<category>Virtual Worlds</category>
		<guid isPermaLink="false">http://www.sirlin.net/archive/10-man-raiders-second-class/</guid>
		<description><![CDATA[World of Warcraft has made so many positive steps since I wrote the single most read article ever on gamasutra.com (literally). Most of my concerns in that article have been addressed. Back then, the PvP's honor system was so grueling that it actually endangered players' health. These days, you can create a level 70 character [...]]]></description>
			<content:encoded><![CDATA[<p>World of Warcraft has made so many positive steps since I wrote the single <a target="_blank" href="http://www.gamasutra.com/features/20060222/sirlin_01.shtml">most read article</a> ever on gamasutra.com (literally). Most of my concerns in that article have been addressed. Back then, the PvP's honor system was so grueling that it actually endangered players' health. These days, you can create a level 70 character with any gear you want in fair competitive tournament setting. Impressive. Back then, "raid or die" with 40 people was the overriding design ethos. Today, there are no more 40-person raids and even the 25-person raids can all be done in 10-man versions.</p>
<p>You can hear some information about this <a target="_blank" href="http://www.gamevideos.com/video/id/18754">in this video</a> (which incidentally has less than a third of the views of <a target="_blank" href="http://www.gamevideos.com/video/id/17990">my interview on the same site</a>, sorry for the uncalled-for cheap shot).</p>
<p>Anyway, I just couldn't let this video go. I don't get why World of Warcraft has taken so many steps towards being reasonable and yet can't take the last, logical few. The key point here is that 10-man raids will get worse rewards (one tier lower in WoW-speak) than the 25-man versions of the same dungeons. Kaplan (lead designer) explains that 25-man raids are much harder to coordinate, have more logistics to worry about, and are more work. No argument there, I think we all agree with that. But this is the *reason* that they need to have better rewards, he says. That sounds a bit backwards.</p>
<p>To put this another way, there are two versions of each raid dungeon: the 10-man version and the less fun one. If they had the same rewards, not enough players would play the less fun one. So...why even have the less fun one? Shouldn't players be encouraged to play the content that is the most enjoyable to them, rather than encouraged to play content that is more logistically difficult to coordinate? (10-man versions can be tuned to take just as long, of course.)</p>
<p>Kaplan has moments of clarity in this video where he explains that both sizes of raids should have easy dungeons and hard dungeons. The size of the raid is not a judgment call on your worth, it's simply about how many people you feel socially comfortable hanging out with. Either one can be hard or easy, depending on the specific dungeon design. Yep! (And either can have the same rewards? No, apparently.)</p>
<p>Then in the same video Kaplan mentions that they considered solutions(?) like having the final 25-man raid on Arthas *unlock* the 10-man version. (What??) Or maybe when you get to the end of the 10-man version, Arthas just isn't there. Perhaps he left a note behind: "Hey guys, this is Arthas. I only value players who play in large groups and I'm a little grumpy about whole no-more-40-man-raids thing. I won't even fight second class citizens such as yourselves."</p>
<p>I think Kaplan knows on an intellectual level that 25 is not better than 10. (He flat out said it, in fact). He might also know that 10 is not better than 5, that 5 is not better than 2, and that 2 is not better than 1. They are just all different. Each one of those sizes can have tasks and challenges of extreme difficulty. Each one can have endless time-sinks. And yet the 40-man values of WoW's past still echo today. "Yeah, yeah we'll *have* 10-man raids, but they can't have equal loot!"</p>
<p>One last thing I'd like to point out is the years-old argument that players who enjoy large raids would enjoy them regardless of the loot. For the majority of raiders, this is false. I know it's false, you know it's false, and Blizzard definitely knows it's false. The last place I'd look to find people motivated by intrinsic rewards is a 40-man World of Warcraft raid. (Dear both of you who really do enjoy big raids for the own sake, even with no rewards. You are not like the others.) The actual case is that the vast majority are motivated by gear-rewards to spend time in dungeons that they would otherwise not choose to play in. If I'm right about this, why not let the rewards be equal so that they can play 10-man raids and have more fun? And if I'm wrong about this, why not still make the rewards equal? In that case, 25-man versions will be full to the brim anyway because raiders love the intrinsic rewards of completing a logistically difficult task, after all.</p>
<p>To summarize, challenge should lead to rewards. (A separate gate of time-spent can also lead to rewards since this is an MMO. I'm not ruling that out.) Challenge can come 25-man or 10-man. If you accept all that, the final step is that it's true for 5 man...and 2 man...and 1 man. You can have just as much challenge (and require just as much time spent, if you like) in any of those sizes. Different players will have a sweet spot group-size that they prefer, and no size is really second-class. The value judgment shouldn't be on group size, but rather that we judge inclusive design as better than exclusive design.</p>
<p>If there were challenging 2-person dungeons that I could play with my girlfriend, I'd still be playing World of Warcraft today. I get the feeling that if I made it past a gauntlet of virtually impossible monsters in a 2-person World of Warcraft dungeon that the final boss would disappear and say, "Sorry, but the princess is in another castle."</p>
<p>--Sirlin
</p>
]]></content:encoded>
			<wfw:commentRSS>http://www.sirlin.net/archive/10-man-raiders-second-class/feed/</wfw:commentRSS>
		</item>
		<item>
		<title>SSF2T HD Remix, Part 12: Guile</title>
		<link>http://www.sirlin.net/archive/ssf2t-hd-remix-part-12-guile/</link>
		<comments>http://www.sirlin.net/archive/ssf2t-hd-remix-part-12-guile/#comments</comments>
		<pubDate>Sat, 10 May 2008 07:08:20 +0000</pubDate>
		<dc:creator>Sirlin</dc:creator>
		
	<category>Fighting Games</category>
	<category>Games I Worked On</category>
	<category>Street Fighter HD Remix</category>
		<guid isPermaLink="false">http://www.sirlin.net/archive/ssf2t-hd-remix-part-12-guile/</guid>
		<description><![CDATA[This article is reprinted with permission from Capcom Unity.
Guile is a solid mid-tier character in Super Street Fighter 2 Turbo (ST), but it takes quite a bit of player-skill for him to fulfill that potential. As a mid-tier character, he’s eligible for a few upgrades, especially in his bad matchups. More than that, he’s eligible [...]]]></description>
			<content:encoded><![CDATA[<p>This article is reprinted with permission from <a target="_blank" href="http://blog.capcom.com/archives/1183">Capcom Unity</a>.</p>
<p>Guile is a solid mid-tier character in Super Street Fighter 2 Turbo (ST), but it takes quite a bit of player-skill for him to fulfill that potential. As a mid-tier character, he’s eligible for a few upgrades, especially in his bad matchups. More than that, he’s eligible for some fun.</p>
<p><strong>Crazy New Flash Kick</strong><br />
Guile’s roundhouse flash kick goes straight up very high in ST, and has no use I’m aware of. I’ve never seen a good US or Japanese Guile player use it in a real match, so it’s a ripe place for some new spice. Instead of traveling straight up, it now travels very far forward and diagonally up just a bit.</p>
<p><span id="more-1183" /></p>
<p>Guile players salivate at this newfound range, but it comes with a price. Great flash kicks come with great recovery. If blocked, it’s the most vulnerable move in the game. A fierce Dragon Punch is pretty vulnerable if you block it too, but Guile’s roundhouse flash kick leaves him pushed right up against you so that it’s very easy to time a combo as he recovers.</p>
<p>The new flash kick means you can’t jump straight up and down at mid-range versus him anymore. He can use it as an escape if you try to cross him up. He can use it to trade or even clean hit Dhalsim’s Yoga Fire and Sagat’s Low Tiger at mid-range. He can use it easily hit Vega’s slide, while his old flash kicks often missed in that situation.</p>
<p>Vega was a very bad match for Guile before, and a lot of it had to do with how hard it is to counter Vega’s slide. It’s good news that he now has a better answer. Sagat was a very tough mach as well, though not so much anymore due to Sagat’s slightly worse fireball recovery. The change in Sagat’s fireball recovery combined with Guile’s new roundhouse flash kick might give Guile the advantage now, but that remains to be seen. Guile’s worst match was probably versus Dhalsim, so his ability to do *something* at mid-range now combined with Dhalsim’s inability to low punch cleanly under Sonic Booms brings this match from near-hopeless to near-fair. Blanka is still a tough match for Guile. You can’t win ‘em all.</p>
<p><strong>Upside-Down Kick</strong><br />
The upside down kick (hold toward or away + roundhouse while close) always looked like an overhead attack…and now it finally is. The opponent now must block this move high. In addition, you can now also activate it from any range by holding toward + roundhouse (it still has really long range). This kick had 15 frames of startup in ST, which would make it the fastest (and longest range) overhead in the game. I slowed it down to 20 frame startup which puts 2 frames slower than the slowest overhead in the game (Fei Long’s).</p>
<p>Guile is such a defensive character that it’s a breath of fresh air to have a new offensive option. The opponent really should be able to block this overhead most of the time, but Guile can tack it on after making the opponent block a Sonic Boom almost any time he wants, as long as he’s willing to lose his charge. (You have to be pretty close to get the overhead to come out when you’re holding back, remember.)</p>
<p>I also had to monkey with the hitbox below Guile during this move. After the first pass, we realized that he could cleanly upside down kick over Sagat’s Low Tiger Shots every single time on reaction. It was a bit too crazy for me, so now those Low Tigers will hit Guile in this situation. There’s still a very tiny window where Guile can go over the Tiger Shot cleanly, but it’s impractical to do in a real match. Also note that even though Guile appears to be off the ground during this move, he can still be thrown. I didn’t change that; it was true in ST also.</p>
<p><strong>Super</strong><br />
Guile’s super move fails to connect correctly all the time in ST. It took about four tries to fix this, but it finally works as it seems like it always should have. The super move consists of two consecutive flash kicks, and the second one has a bit more range now. All the hits also knock down and juggle now, and I even had to do some subtlety about changing how fast the enemy falls when he’s hit by this move. You won’t notice that, but without it, the super would miss air juggle hits on certain characters only. Vega was one of those characters, but now Vega gets juggled like everyone else.</p>
<p>In equally big news, there’s now an optional new motion to perform the super. You can still do the old motion, but the new one is hell of a lot more practical: charge down/back, then down, down/forward, forward, up/forward. In other words, charge down/back, then do the old Tiger Knee motion + kick. Ironically, I removed all other Tiger Knee motions, but it seemed appropriate here considering how complicated the old motion was. (The old motion could be performed charge db, df, ub OR charge db, df, db, any up.)</p>
<p>You might ask, “Won’t I get the super to come out accidentally?” I have never had this happen even once, so I don’t think so. You might also worry that Guile can now easily combo into this super. For the most part, comboing normal moves into supers is not practical in ST (yes, I know you can do it). We could have made it very easy for everyone to combo normals into supers, but the lack of this feature is, in my opinion, one of the nice and defining qualities of the SF2 series. It’s not about poking with safe attacks and comboing into a super. Supers are, for the most part, an additional move in your arsenal rather than a combo ender.</p>
<p>So doesn’t Guile break this rule by easily comboing low strong into super with his new motion? You’d think so, but some deep mysterious property of ST’s engine saves us. I cannot figure why this is true, but you cannot combo normal attacks into Guile’s super using this new motion. If you try, you will always get a flash kick instead. Even more deeply mysterious is that if you try to combo a normal move into super using the old, difficult motion, you CAN. This really should be true, but somehow it is. So combing into super is no easier or more difficult than it ever was for Guile. We may never know why.</p>
<p><strong>Things That Didn’t Change</strong><br />
One of the most common requests from players was to change around the commands of Guile’s standing kicks. In ST (and HD Remix), the kicks are:</p>
<p>•    Back + short = knee (advances Guile while charging)<br />
•    Back + medium kick = backward sobat (Guile jumps slightly off the ground and moves back while kicking)<br />
•    Back + roundhouse = lunging kick (Guiles moves forward a bit while charging and kicks)</p>
<p>The common request is to find some way to make back + short into Old Guile’s rapid fire kicks. This would allow Guile to rapidly standing short to stop incoming slides while keeping his charge. I admit, this would be useful against Blanka, and Blanka is a bad match for Guile, but we can’t fix everything. The new roundhouse flash kick hits the other slides anyway.</p>
<p>More to the point though, no one could ever agree on which move Guile should lose of the above three. The knee is incredibly useful and basic to his gameplay, so that needs to stay for sure. The back sobat is not used much by most players, but the experts find it indispensable because of a few important, specific things it counters (Dhalsim’s drill at a certain range is one, and there are others). And Guile players were not willing to lose the back + roundhouse lunge kick either. Rather than assign the knee to back + jab + short (strange for a normal move), I just left all those kicks as-is.</p>
<p>I hope Guile players won’t complain about that, because with a huge new flash kick, a long range overhead kick, and an easier, better super, Guile players should thank their lucky stars.</p>
<p>–Sirlin
</p>
]]></content:encoded>
			<wfw:commentRSS>http://www.sirlin.net/archive/ssf2t-hd-remix-part-12-guile/feed/</wfw:commentRSS>
		</item>
		<item>
		<title>Interview with Kongregate&#8217;s Jim Greer and Me</title>
		<link>http://www.sirlin.net/archive/interview-with-kongregates-jim-greer-and-me/</link>
		<comments>http://www.sirlin.net/archive/interview-with-kongregates-jim-greer-and-me/#comments</comments>
		<pubDate>Wed, 30 Apr 2008 04:44:31 +0000</pubDate>
		<dc:creator>Sirlin</dc:creator>
		
	<category>Games I Worked On</category>
		<guid isPermaLink="false">http://www.sirlin.net/archive/interview-with-kongregates-jim-greer-and-me/</guid>
		<description><![CDATA[Here's an interview on gamasutra with Jim Greer (co-founder of Kongregate.com) and myself. As usual, I will surprise and amaze you with an unusual level of honesty about what's really going on. There are cheers and jeers and some of my methods revealed. A choice quote from Jim mentions my "genius for balancing" and the [...]]]></description>
			<content:encoded><![CDATA[<p>Here's <a target="_blank" href="http://www.gamasutra.com/php-bin/news_index.php?story=18164">an interview on gamasutra</a> with Jim Greer (co-founder of Kongregate.com) and myself. As usual, I will surprise and amaze you with an unusual level of honesty about what's really going on. There are cheers and jeers and some of my methods revealed. A choice quote from Jim mentions my "genius for balancing" and the interviewer himself refers to me as "renowned game designer and balancer, David Sirlin." Ha.</p>
<p>Now that that's out of my system, check out <a target="_blank" href="http://www.kongregate.com">Kongregate.com</a>. Jim and his crew are highly intelligent, highly motivated, and foster an environment where everyone contributes ideas and the best ones rise to the top. Kongregate is worth your look. The site-wide metagame called Kongai is where I come in, and I hope that's worth your look too, once it's out of beta.</p>
<p>--Sirlin
</p>
]]></content:encoded>
			<wfw:commentRSS>http://www.sirlin.net/archive/interview-with-kongregates-jim-greer-and-me/feed/</wfw:commentRSS>
		</item>
	</channel>
</rss>
