<?xml version="1.0" encoding="UTF-8"?>
<!--Generated by Squarespace V5 Site Server v5.13.159 (http://www.squarespace.com) on Sat, 25 May 2013 12:11:31 GMT--><rss xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd" xmlns:dc="http://purl.org/dc/elements/1.1/" version="2.0"><channel><title>Playing to Win Book</title><link>http://www.sirlin.net/ptw-book/</link><description></description><lastBuildDate>Mon, 25 Jul 2011 19:46:38 +0000</lastBuildDate><copyright></copyright><language>en-US</language><generator>Squarespace V5 Site Server v5.13.159 (http://www.squarespace.com)</generator><item><title>Bibliography</title><dc:creator>Sirlin</dc:creator><pubDate>Sat, 25 Oct 2008 06:12:23 +0000</pubDate><link>http://www.sirlin.net/ptw-book/bibliography.html</link><guid isPermaLink="false">280482:2864232:2466957</guid><description><![CDATA[<div id="P2div" class="western" align="justify" style="margin-top:15px;margin-left: 0.25in; line-height: 0.18in">Cadwell, Tom &ldquo;Zileas.&rdquo; <em>The Zilean School of Asskickery</em>. 2004.  <br /> http://www.zileas.com/strategies/ <br /></div>
<div id="P2div" class="western" align="justify" style="margin-top:15px;margin-left: 0.25in; line-height: 0.18in">Caro, Mike. <em>Caro&rsquo;s Book of Poker Tells</em>. New York: Cardoza Publishing, 2003. <br /></div>
<div id="P2div" class="western" align="justify" style="margin-top:15px;margin-left: 0.25in; line-height: 0.18in">Cohen, Sarah. &ldquo;Morphy/Staunton: The Controversy.&rdquo; <em>Sarah&rsquo;s Serendipitous Chess Page</em>. 2004.  <br /> http://www.angelfire.com/games/SBChess/Morphy/MorphyStaunton.html</div>
<div id="P2div" class="western" align="justify" style="margin-top:15px;margin-left: 0.25in; line-height: 0.18in">Collins, James C., and Jerry I Porras. <em>Built to Last</em>. New York: HarperCollins Publishers, 1997.</div>
<div id="P2div" class="western" align="justify" style="margin-top:15px;margin-left: 0.25in; line-height: 0.18in">Crandall, Terry. J. &ldquo;Jose Capablanca&rdquo; and &ldquo;Dr. Emanuel Lasker.&rdquo; <em>The Game is Afoot</em>. 2004.  <br /> http://starfireproject.com/chess/capablanca.html <br /> http://starfireproject.com/chess/lasker.html</div>
<div id="P2div" class="western" align="justify" style="margin-top:15px;margin-left: 0.25in; line-height: 0.18in">Fatsis, Stefan. <em>Word Freak</em>. New York: Penguin Group, 2001.</div>
<div id="P2div" class="western" align="justify" style="margin-top:15px;margin-left: 0.25in; line-height: 0.18in">Heisman, Dan. &ldquo;Chess Quotations.&rdquo; <em>Chessville</em>. 2004.  <br /> http://www.chessville.com/misc/Quotes/misc_trivia_quotes_the_players.htm</div>
<div id="P2div" class="western" align="justify" style="margin-top:15px;margin-left: 0.25in; line-height: 0.18in">Killian, Seth &ldquo;s-kill.&rdquo; &ldquo;Mental Toughness.&rdquo; <em>Shoryuken.com</em>. 2002.  <br /> http://www.shoryuken.com/forums/ext_columns.php?f=176&amp;t=34762</div>
<div id="P2div" class="western" align="justify" style="margin-top:15px;margin-left: 0.25in; line-height: 0.18in">Lasker, Edward. <em>Chess for Fun &amp; Chess for Blood</em>. United Kingdom: Constable and Company Limited, 1942.</div>
<div id="P2div" class="western" align="justify" style="margin-top:15px;margin-left: 0.25in; line-height: 0.18in">Miyamoto, Musashi. Translated by Thomas Cleary. <em>The Book of Five Rings</em>. Boston: Shambhala Publications, Inc., 1993.</div>
<div id="P2div" class="western" align="justify" style="margin-top:15px;margin-left: 0.25in; line-height: 0.18in">Miyamoto, Musashi. Translated by William Scott Wilson. <em>The Book of Five Rings</em>. Tokyo: Kodansha International, Inc., 2002.</div>
<div id="P2div" class="western" align="justify" style="margin-top:15px;margin-left: 0.25in; line-height: 0.18in">Seirawan, Yasser. <em>Play Winning Chess</em>. London: Everyman Publishers plc., 2003.</div>
<div id="P2div" class="western" align="justify" style="margin-top:15px;margin-left: 0.25in; line-height: 0.18in">Sirlin, David. <em>Sirlin.net</em>. 2004.  <br /> http://www.sirlin.net</div>
<div id="P2div" class="western" align="justify" style="margin-top:15px;margin-left: 0.25in; line-height: 0.18in">Sun, Tzu. Edited by James Clavell. <em>The Art of War</em>. New York: Dell Publishing, 1983.</div>
<div id="P2div" class="western" align="justify" style="margin-top:15px;margin-left: 0.25in; line-height: 0.18in">Sun, Tzu. Translated by Ralph D. Sawyer. <em>The Art of War</em>. Boulder, Colorado: Westview Press, Inc., 1994.</div>
<div id="P2div" class="western" align="justify" style="margin-top:15px;margin-left: 0.25in; line-height: 0.18in">Sun, Tzu. Translated by Lionel Giles, MA. <em>Sun Tzu on the Art of War</em>. 2003.  <br /> http://www.kimsoft.com/polwar.htm</div>
<div id="P2div" class="western" align="justify" style="margin-top:15px;margin-left: 0.25in; line-height: 0.18in">Thomson, Leonore. <em>Personality Type: An Owner&rsquo;s Manual</em>. Boston: Shambhala Publications, Inc., 1998.</div>
<div id="book_chapter_nav" class="alt">
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<td style="text-align:left;"><span style="font-family:Arial;color:#777777">◄</span> <a href="http://www.sirlin.net/ptw-book/final-thoughts.html">Final Thoughts</a><br /></td>
<td style="text-align:center;"><a href="http://www.sirlin.net/ptw">Book Index</a>&nbsp;<span style="font-family:Arial;color:#777777">▲</span></td>
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</div>]]></description><wfw:commentRss>http://www.sirlin.net/ptw-book/rss-comments-entry-2466957.xml</wfw:commentRss></item><item><title>Final Thoughts</title><dc:creator>Sirlin</dc:creator><pubDate>Sat, 25 Oct 2008 06:11:49 +0000</pubDate><link>http://www.sirlin.net/ptw-book/final-thoughts.html</link><guid isPermaLink="false">280482:2864232:2466955</guid><description><![CDATA[<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
So
do all the lessons of winning at games apply to real life? No, they
do not. But only a fool would walk away from competitive games
without learning a wealth of life lessons. Games require training,
practice, and discipline. Having a love for what you&rsquo;re doing
really does help you. Games teach you to remain calm under the most
dire of circumstances, and to never give up until your very last
breath of life is spent. They teach you to learn from your mistakes,
rather than shift the blame to others, because that is the only real
way to improve. They teach that continuous self-improvement over time
is the only way to survive. 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
Competitive
games are a means of expression as well. Players seem to have trouble
approaching a game differently than they approach life in general.
The way they take in information, the way they make decisions, the
aspects they value, and the skills they excel at are usually similar
inside and outside of the game. In fact, many people, myself
included, have come to understand a lot more about who they really
are through the way they end up expressing themselves in games. There
are many forms of expression in the world, but one of the advantages
of competitive games is that they force you to test your worldview
against the worldviews of others. It&rsquo;s easy to develop highly
unpopular theories about life in general that you have no real way of
testing, but competitive games force you to jump in, get dirty, and
see how those ideas really stack up. If you are an unconventional
genius, you will prove so beyond all doubt. If you are a confused
quack, that too will be borne out, and you will have the opportunity
to learn from others and change your ways.

</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
Furthermore,
competitive games teach you to focus on results. You can define
yourself to be a great player, but the community will define winners
in terms of their ability to win. They care about results, and you
should too. Everyone &ldquo;could be&rdquo; the best player if only
they practiced more, if only they had the chance to play more, if
only this or that. But none of that really matters when the gold
medal is handed out. The gold medal goes to the person who gets the
job done. That is great lesson for anyone who is involved in any
business endeavor at all. The grand, unfinished product or project is
of little value compared to the one that demonstrates results. The
brilliant, half-finished book is of little value compared to the
published one. The daydreams of a better life are not as valuable as
getting out there and effecting real change in your life, and getting
results. 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
So
the application of <i>Playing
to Win</i>
to real life is not a simple, direct relationship. It may require
some wisdom on your part to know which aspects of games are
diametrically opposed to real life, and which ones are not. Those are
decisions you&rsquo;ll have to make for yourself. Should you choose
to truly Play to Win, though, I would expect your path to be as
difficult and fulfilling as almost any other worthwhile personal
journey you might undertake. 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
Happy
gaming, and make your own luck. 
</p>
<p class="western" align="RIGHT" style="line-height: 0.18in">&mdash;Sirlin

</p>
<div id="book_chapter_nav" class="alt">

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     <td style="text-align:left;">
<span style="font-family:Arial;color:#777777">◄</span> <a href="http://www.sirlin.net/ptw-book/using-your-power.html">Using Your Power</a><br>
     </td>
     
     <td style="text-align:center;">
          <a href="http://www.sirlin.net/ptw">Book Index</a>&nbsp;<span style="font-family:Arial;color:#777777">▲</span>
     </td>
     
     <td style="text-align:right;">
<a href="http://www.sirlin.net/ptw-book/bibliography.html">Bibliography</a> <span style="font-family:Arial;color:#777777">►</span>     </td>

</tr>
</table>

</div>]]></description><wfw:commentRss>http://www.sirlin.net/ptw-book/rss-comments-entry-2466955.xml</wfw:commentRss></item><item><title>Using Your Power</title><dc:creator>Sirlin</dc:creator><pubDate>Sat, 25 Oct 2008 06:11:22 +0000</pubDate><link>http://www.sirlin.net/ptw-book/using-your-power.html</link><guid isPermaLink="false">280482:2864232:2466954</guid><description><![CDATA[<blockquote>
No man can choose how much time he has, he can only choose what to do
with the time he is given. 
<div class="quoteauthor">&mdash;Shameless
revision of a quote by Gandalf the Grey,
<i>The
Lord of the Rings: The Fellowship of the Ring</i>
</div>
</blockquote>

<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
One
way to go is to be a total jerk during your reign. You certainly <i>can</i>
be. You can be shady, always involved in questionable rules calls and
investigations of possible cheating. You can openly trash talk and
belittle your competitors. You can be rude and obnoxious. You can be
the villain. Some players act this way, drunk on the power they
command in their little corner of the world. Some players are jerks
to begin with and will act this way, power or not. Competitive gaming
communities value the ability to win tournaments so much that they
will put up with you, possibly even &ldquo;love to hate you.&rdquo;
Tournament judges will probably be looking for excuses to make your
life harder, but if you&rsquo;ve gone down this path, you probably
don&rsquo;t care about that since you love the infamy of it all.

</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
The
thing you might not be thinking about, though, is that your
involvement with your gaming community is likely to far outlast your
reign of terror at the game. To get where you are, you&rsquo;ve
probably met many players who have become friends and acquaintances,
and since you have common interests with them (the game you play),
your relationships are likely to outlast your win streak. How will
you be remembered when new kings of the game take your place?

</p>

<blockquote>My
name is Ozymandius, King of Kings: Look on my works, ye Mighty, and
despair! 
<div class="quoteauthor">&mdash;Percy
Bysshe Shelley, English Romantic Poet
</div>
</blockquote>

<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
Shelley&rsquo;s
poem was about a traveler who encountered a pedestal at a ruined
statue surrounded by nothing but endless stretches of sand. Though
the king&rsquo;s accomplishments are long forgotten, his ire and
arrogance live on. Incidentally, &ldquo;Ozy&rdquo; comes from the
Greek &ldquo;ozium,&rdquo; meaning &ldquo;breath&rdquo; or &ldquo;air.&rdquo;
&ldquo;Mandias&rdquo; is from the Greek &ldquo;mandate,&rdquo;
meaning &ldquo;to rule.&rdquo; Ozymandius was a &ldquo;ruler of air&rdquo;
or a &ldquo;ruler of nothing.&rdquo; Something to think about before
getting too drunk on your own measure of &ldquo;power&rdquo; in your
gaming community. 
</p>
<p class="western" align="LEFT" style="margin-top: 0.03in; margin-bottom: 0.03in; line-height: 0.19in; page-break-inside: auto; page-break-before: auto; page-break-after: auto">
<b>Good
and Evil</b> 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
It
is not so easy as you might think to judge the actions of a powerful
player as good or evil. Consider two examples: The Slaughterer and
The Teacher. 
</p>
<p class="western" align="LEFT" style="margin-top: 0.03in; line-height: 0.18in; page-break-inside: auto; page-break-before: auto; page-break-after: auto">
<b>The Slaughterer</b>

</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
This
is the case of legendary Street Fighter player Thomas Osaki. I did
not actually play with Thomas during his heyday, but I have since met
him and I hope he forgives any misrepresentation of his conduct
during his glory years. 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
In
his day, Thomas Osaki dominated the game of Street Fighter in
Northern California. His reputation for &ldquo;playing to win&rdquo;
was quite extreme. They say he never really engaged in &ldquo;casual
play,&rdquo; but rather always played his hardest, as if every game
had something on the line or was a serious tournament. They say he
played this way regardless of his opponent, even if his opponent were
a nine-year-old girl with no skill at the game. He would &ldquo;stutter
step, throw&rdquo; her like all the rest (a particularly &ldquo;cheap&rdquo;
tactic). Did he have no compassion at all? Was he just a jerk? I like
to think of Thomas (or his legend, in case it happens not to be true)
not as mean player, but as an inspiring player. He set a bar of
excellence. In his path of self-improvement, he was not willing to
compromise, to embrace mediocrity, or to give less than his all at
any time. His peers had the extraordinary opportunity to experience
brilliant play whenever he was near, not just at rare moments in a
tournament. 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
And
what of the nine-year-old girl? Perhaps she had no business playing
in the first place. From Thomas&rsquo;s view, getting her off the
machine allowed him to face the opponents he &ldquo;should&rdquo; be
facing anyway. 
</p>
<p class="western" align="LEFT" style="margin-top: 0.03in; line-height: 0.18in; page-break-inside: auto; page-break-before: auto; page-break-after: auto">
<b>Shadows and Vorlons</b>

</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
Before
we get to The Teacher, and before you write me letters on any of
this, consider the parable of The Shadows and the Vorlons from J.
Michael Straczynski&rsquo;s <i>Babylon
5</i>
television series. In this space epic, the Shadows and the Vorlons
are the two &ldquo;ancient races&rdquo; that have opposite belief
systems about how to treat all of us younger races. The Shadows cause
chaos and unrest. They make deals engineered to incite war between
races and they double-cross their &ldquo;allies.&rdquo; They use
nearly invulnerable spooky black ships piloted by kidnapped telepaths
to attack, unprovoked. Obviously, they&rsquo;re evil.

</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
The
Vorlons, on the other hand, are diplomatic and nurturing. They prefer
to stay out of the action, letting the younger races develop on their
own, but the Vorlons do make critical moves to help the younger races
unite. In fact, the Vorlons even seeded the galaxy with certain DNA
during the beginnings of life to guarantee that all of us younger
races would grow up to view them as gods when they appeared. This
way, we will all be sure to listen to their message and unite against
the forces of the Shadows when the time comes. The Vorlons represent
good. 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
Or
do they? The Shadows eventually reveal that they are after the same
thing as the Vorlons: to ensure that we younger races become strong
and wise. The Shadows believe that showing up every few eons to shake
things up frees the galaxy of the weak to make room for the strong.
Coddling the weak, though poetic, is not healthy for the long-term
survival of a race, they argue. The Vorlons seek similar ends, but
through nurturing, promoting growth, and peace.

</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
One
argument against the Shadows is that they are imposing their will and
their beliefs on everyone, which is seen as wrong. Consider the
application to competitive games, though. There are two key
differences. First, the Slaughterer does not impose his beliefs on
<i>everyone</i>&mdash;only
those who play his game. While humans were not free to simply ignore
the beliefs of the Shadows, no one is forcing you to play competitive
games at all, much less the Slaughterer&rsquo;s particular game. You
have entered his domain by choice. Second, the very nature of
competitive games is that one player (the winner) imposes his beliefs
about how to play the game on another player (the loser). Perhaps
this is inappropriate in galactic politics, but it&rsquo;s exactly
what competitive games are about. Those who are turned off by the
notion of the Slaughterer imposing his values of winning and losing
really shouldn&rsquo;t be playing competitive games in the first
place (or they should adopt the values of the Slaughterer).

</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
Although
this Shadow approach may seem harsh, I am often reminded of the
meetings between American and Japanese players of Street Fighter. In
general, the Japanese are on a higher level of play (I won&rsquo;t go
into the reasons for that here). When faced with a new set of
incredibly strong opponents such as the Japanese, wouldn&rsquo;t you
rather your own community of players were trained in a
results-oriented system that pruned the weak and produced winners
forged in fire? A nurturing, kindergarten-like system may have many
more civic virtues, but when you face the Japanese (or any fierce
opponents) only military virtues will save you.

</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
Still,
though, the Vorlon&rsquo;s approach has some appeal. I know everyone
<i>wants</i>
their way to work and is rooting for good to triumph over supposed
evil. Many players need coddling before they can mature into strong
warriors. The gaming community as a whole needs nurturing teachers
who can guide new players in the right direction. Surely the
community as a whole would benefit from having nurturing teachers
working to increase the number of overall players, and increasing the
skill level of those players. By mentoring weaker players rather than
just slaughtering them, they are increasing the overall level of
competition and slowly forcing everyone to improve.

</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
So
who is right? Unlike the Shadows, I&rsquo;m not here to impose my
beliefs on you (on this topic, at least), so you will have to choose
for yourself. I think either approach is viable and perhaps a gaming
community needs people from each of these camps to be complete. I
will say this, though: taking the Shadow&rsquo;s approach will
generally strengthen your own play skills, while taking the Vorlon&rsquo;s
approach will generally weaken them. Teaching has its virtues, but it
is often bad for the teacher. 
</p>
<p class="western" align="LEFT" style="margin-top: 0.03in; line-height: 0.18in; page-break-inside: auto; page-break-before: auto; page-break-after: auto">
<b>The Teacher</b>

</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
The
Teacher does have to learn both the fundamentals and the nuances of a
game well enough to teach. He will have plenty of opportunity to
observe common mistakes and to critique the play of others.
Unfortunately, there are no medals for critiquing play, only for
winning, though there is something to be said for living vicariously
through the success of your students.

</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
The
Teacher has several forces working against him. First, all the time
he spends on helping weaker players could be spent playing against
stronger players. Next, he can develop bad habits by using techniques
on weaker players that would never work on stronger players. And
what&rsquo;s worse, he will not have even a fraction of the practice
that the Slaughterer will have when it comes to &ldquo;pushing as
hard as you can for as long as you can.&rdquo; The Teacher will often
need to push just enough to challenge the student, giving them
chances to learn this or that concept. Remember, even I advised
playing weaker players as part of your development so you can hone a
technique you&rsquo;ll only get a brief chance to use in a real game.
The Teacher must often take on the role of that weaker player.

</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
Meanwhile,
the Slaughterer learns to push and push and never let up, never give
up. Every moment he plays the game, he plays as hard as he can. Even
if his weaker opponents don&rsquo;t give him practice in tactics,
they always give him practice in keeping his intensity at 100% at all
times, an invaluable tournament skill.

</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
Slaughterer
or Teacher, it&rsquo;s up to you. Everyone defends the merciful
teacher, but I hope I have made a case for you to appreciate the
virtues of the cold slaughterer. He&rsquo;s the one pushing the
envelope of play skills, which makes his contribution incredibly
valuable, even if it is not often popular.

</p>
<div id="book_chapter_nav" class="alt">

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     <td style="text-align:left;">
<span style="font-family:Arial;color:#777777">◄</span> <a href="http://www.sirlin.net/ptw-book/power-is-fleeting.html">Power Is Fleeting</a><br>
     </td>
     
     <td style="text-align:center;">
          <a href="http://www.sirlin.net/ptw">Book Index</a>&nbsp;<span style="font-family:Arial;color:#777777">▲</span>
     </td>
     
     <td style="text-align:right;">
<a href="http://www.sirlin.net/ptw-book/final-thoughts.html">Final Thoughts</a> <span style="font-family:Arial;color:#777777">►</span>     </td>

</tr>
</table>

</div>]]></description><wfw:commentRss>http://www.sirlin.net/ptw-book/rss-comments-entry-2466954.xml</wfw:commentRss></item><item><title>Power Is Fleeting</title><dc:creator>Sirlin</dc:creator><pubDate>Sat, 25 Oct 2008 06:10:39 +0000</pubDate><link>http://www.sirlin.net/ptw-book/power-is-fleeting.html</link><guid isPermaLink="false">280482:2864232:2466953</guid><description><![CDATA[<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
Both
fame and competitive gamers are fickle. &ldquo;What have you done for
us lately?&rdquo; the masses will ask you. To stay in the spotlight,
you will need to keep winning, which is no small task. Just because
you&rsquo;ve done it before is no reason to believe that winning is
your divine right. Others are continuing to improve and work hard and
they may &ldquo;deserve&rdquo; to win more than you at some point.

</p>

<blockquote>When
you&rsquo;re king of the hill, there&rsquo;s always someone waiting
in line to knock you off the top. 
<div class="quoteauthor">&mdash;Sagat,
boss character in Street Fighter 1,<br/>to Ryu upon passing his title
</div>
</blockquote>

<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
You
have probably thought a great deal about how to beat your peers and
how to stay ahead of them in the race to improve. But your current
peers aren&rsquo;t your only competitors: new players, even players
who have not yet started playing will eventually threaten you. You
have so many advantages over them (knowledge and experience) that
they are easy to dismiss, but they have youth on their side.
Eventually, they will have more physical strength than you, and more
powers of mental concentration&mdash;at least some of them will.
Whether it&rsquo;s tennis or chess, experienced players reach a point
where they become vulnerable to newcomers, whether they like it or
not. Newcomers are not without their own advantages, chiefly their
ability to think &ldquo;outside the box&rdquo; because they either
don&rsquo;t know what the conventional wisdom is, or they reject it,
as young rebels are known to do. 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
So
if it&rsquo;s not your current peers who dethrone and surpass you,
the future generation of players combined with the ravages of &ldquo;old
age&rdquo; will eventually get the better of you. By the way, &ldquo;old
age&rdquo; can be as young as twenty-five in some games!

</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
Will
you do as the poet Dylan Thomas advised?

</p>

<div class="western" align="JUSTIFY" style="margin-left: 0.5in; margin-right: 0.5in; line-height: 0.18in" id="P2div">
Do
not go gentle into that good night.<br />
Rage,rage against the dying of the light.

</div>
<br/>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
There
are more forces than just other players and old age seeking to subdue
you. The demands of the game itself on your lifestyle are serious
concerns. No matter your inherent skills, dominating a game takes a
huge investment of your time and thoughts. Life has many ways of
pulling you away: a girlfriend (or boyfriend), spouse, kids or other
family obligations, career obligations, a social life, or even other
hobbies. And if all that isn&rsquo;t enough, you may no longer have
&ldquo;love of the game.&rdquo; Continuing to be the best at a game
you no longer love, or never loved, is a difficult and hazardous
thing to attempt. Those who love the game will find an easier time
sticking to it, improving, and giving it their time and thoughts.
Even if you can keep up with them, devoting such a large part of your
life to something you don&rsquo;t love is going to create its own
problems that will no doubt eventually lead to your downfall.

</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
Some
games have it easier than others here. If you&rsquo;re really so good
and your game happens to be basketball, well, you don&rsquo;t have to
worry about your career at the pencil factory: you should be raking
in the cash by now with your basketball career and advertising
endorsements. Several of those life forces just lined up for you, so
consider yourself extremely lucky. 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
Competitive
video game players should be so lucky. Unfortunately, as of this
writing, organized competitive video gaming is still in it&rsquo;s
infancy and &ldquo;going pro&rdquo; is only a reality for a very
small number of players of select games. A few gaming organizations
are trying to change this, and I&rsquo;d love to help them make it a
reality, but it just hasn&rsquo;t come true yet. I deeply wish our
society valued our mental games <i>more</i>
than our physical games, not the other way around.

</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
Since
going pro is not a reality for most gamers, it&rsquo;s entirely
possible that sustaining any kind of balanced lifestyle with career
and social or family life is incompatible with the time commitment
necessary to stay on top of the gaming world. Savor it while it
lasts. 
</p>
<div id="book_chapter_nav" class="alt">

<table style="width:100%">
<tr>
     <td style="text-align:left;">
<span style="font-family:Arial;color:#777777">◄</span> <a href="http://www.sirlin.net/ptw-book/elite-players-guide.html">Now You're Playing with Power</a><br>
     </td>
     
     <td style="text-align:center;">
          <a href="http://www.sirlin.net/ptw">Book Index</a>&nbsp;<span style="font-family:Arial;color:#777777">▲</span>
     </td>
     
     <td style="text-align:right;">
<a href="http://www.sirlin.net/ptw-book/using-your-power.html">Using Your Power</a> <span style="font-family:Arial;color:#777777">►</span>     </td>

</tr>
</table>

</div>]]></description><wfw:commentRss>http://www.sirlin.net/ptw-book/rss-comments-entry-2466953.xml</wfw:commentRss></item><item><title>Elite Player's Guide</title><dc:creator>Sirlin</dc:creator><pubDate>Sat, 25 Oct 2008 06:10:09 +0000</pubDate><link>http://www.sirlin.net/ptw-book/elite-players-guide.html</link><guid isPermaLink="false">280482:2864232:2466952</guid><description><![CDATA[<p align="justify">If you are truly <em>the best</em> player at your chosen game, or one of the very best, then you don&rsquo;t need my advice anymore. In fact, I invite you to give me yours. But I can offer some cautions on issues you will face. You must:</p>
<ol>
<li>Recognize that you have power, even if it is over the small group of people in this world who play your game.</li>
<li>Understand that your power is fleeting. There are many forces seeking to revoke your power and you may choose to combat them, or to give in to them.</li>
<li>Decide what to do with your power while you have it. What good or evil can you do? Who decides what is good or evil in the first place? What obligations, if any, do you have to other players and community members?</li>
</ol>
<h2>Now You're Playing with Power</h2>
<blockquote>
<p align="justify">You got the touch,<br />you got the power! &ldquo;The Touch&rdquo; by Stan Bush; <em>Transformers: The Movie Soundtrack</em></p>
</blockquote>
<p align="justify">If you are merely &ldquo;theoretically&rdquo; the best player of your game, I hate to break it to you: no one really cares. Instead, let&rsquo;s focus on players forged in fire who have proven themselves in organized competitions. These players have taken on all challengers and have publicly demonstrated their dominance of the game. These players have power.</p>
<p align="justify">Competitive gaming communities are naturally hierarchical organizations with the very best players in an elite club at the top. Sometimes accompanying the best players at this highest echelon are other leaders: tournament organizers, website administrators, or presidents of player organizations. The only thing certain is that the very best players are always in this unofficial club, and they have enormous influence over the masses below them.</p>
<p align="justify">When these players speak about how to play well or correctly, the masses listen. If they believe that the game or the associated tournaments need rule changes or bans, they can rally support among the troops to effect change. (Maybe their ideas about things outside the game are ill-conceived, but their power does allow their message to be heard.) And whether they are seen as villains or heroes, they can assert dominance over anyone who disputes their in-game techniques. The high expert need not listen to the cries of scrubs, because the ultimate power&mdash;the power to win&mdash;is the final arbiter in any competitive gaming community worth its salt.</p>
<p align="justify">When the misguided scrub complains to you, or the earnest beginner challenges you, their fate is in your hands. You can strike them down without mercy. You can nurture and teach them. You can lose on purpose to them, either secretly or overtly. You control not only the outcome of the game, but also, to some extent, the perceptions of your opponents about the game, about you, and about competitive gaming in general.</p>
<div id="book_chapter_nav" class="alt">

<table style="width:100%">
<tr>
     <td style="text-align:left;">
<span style="font-family:Arial;color:#777777">◄</span> <a href="http://www.sirlin.net/ptw-book/what-makes-the-best-player.html">What Makes the Best Player?</a><br>
     </td>
     
     <td style="text-align:center;">
          <a href="http://www.sirlin.net/ptw">Book Index</a>&nbsp;<span style="font-family:Arial;color:#777777">▲</span>
     </td>
     
     <td style="text-align:right;">
<a href="http://www.sirlin.net/ptw-book/power-is-fleeting.html">Power is Fleeting</a> <span style="font-family:Arial;color:#777777">►</span>     </td>

</tr>
</table>

</div>]]></description><wfw:commentRss>http://www.sirlin.net/ptw-book/rss-comments-entry-2466952.xml</wfw:commentRss></item><item><title>What Makes the Best Player?</title><dc:creator>Sirlin</dc:creator><pubDate>Sat, 25 Oct 2008 06:09:30 +0000</pubDate><link>http://www.sirlin.net/ptw-book/what-makes-the-best-player.html</link><guid isPermaLink="false">280482:2864232:2466951</guid><description><![CDATA[<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
I
have spent years pondering which traits make a player the best at a
game. Is there one archetype of the unbeatable player? Or are there
many paths to victory? Do all competitive games require basically the
same traits, or does it vary wildly between games? This is a big
topic, beyond the scope of this book, but I&rsquo;d like to touch on
it. 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
The book <i>Built to Last</i> asks a similar question about which traits make a company the best in its industry. If <i>Built to Last</i>
merely compared all #1 companies, it would have discovered such
similarities as &ldquo;they all have employees and buildings.&rdquo;
In order to avoid &ldquo;discovering buildings,&rdquo; <i>Built
to Last</i>
compared the best company in a number of industries to the second
best companies in those industries. The best and second best shared a
lot of traits, but the real question is whether there is a set of
traits shared by the #1s that the #2s don&rsquo;t have. So I tried to
determine what distinguishes the best players of a game from the pack
of near competitors, the top ten. 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
First,
I identified a list of factors that I thought might be the most
important ones, then looked at the best players of various games to
see which factors really set the gold medallists ahead of the pack.
This is all highly anecdotal and unscientific and slanted toward
games I know about, so take it for what it&rsquo;s worth, but I do
believe that I&rsquo;m on to something here.
</p>

<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
Here&rsquo;s
my initial list of traits that I thought might make a gold medallist:
</p>
<div class="western" align="JUSTIFY" style="margin-left: 0.75in; line-height: 0.18in" id="P2div">
&bull; Familiarity with tournaments <br/>
&bull; Deep knowledge of the game at hand  <br/>
&bull; Love of the game <br/>
&bull; Mental Toughness  <br/>
&bull; Mental attitude toward winning, losing, improving <br/>
&bull; Technical skill (usually dexterity)  <br/>
&bull; Adaptability  <br/>
&bull; Knowledge/ability in other games of that genre  <br/>
&bull; Yomi  <br/>
&bull; Appraisal <br/><br/>
</div>
<p class="western" align="LEFT" style="margin-top: 0.03in; margin-bottom: 0.03in; line-height: 0.19in; page-break-inside: auto; page-break-before: auto; page-break-after: auto">
<b>Familiarity with Tournaments &amp; Deep Knowledge of the Game</b>

</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
If
you are on the outside of competitive games looking in, then every
single one of these traits is important to strive for. But again,
some of them don&rsquo;t actually distinguish the good players from
the great ones. For example, &ldquo;familiarity with tournaments&rdquo;
is something that pretty much all expert players had as a
prerequisite to even be considered top ten. And &ldquo;deep knowledge
of the game at hand&rdquo; is definitely something that separates
expert players from average ones, but in no game was the very best
player the one with the deepest knowledge of the game.

</p>
<p class="western" align="LEFT" style="margin-top: 0.03in; margin-bottom: 0.03in; line-height: 0.19in; page-break-inside: auto; page-break-before: auto; page-break-after: auto">
<b>Love
of the Game</b> 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
&ldquo;Love
of the game&rdquo; is a close one to call. #1 players are probably
more likely to genuinely love their game than other top ten players
who merely &ldquo;call in&rdquo; their performances. Having a love of
the game probably allows a #1 player to remain #1 for much longer
than he otherwise could, but there are plenty of terrible players who
also love their games, so while it&rsquo;s important, it&rsquo;s
hardly a solid distinguishing factor.

</p>
<p class="western" align="LEFT" style="margin-top: 0.03in; margin-bottom: 0.03in; line-height: 0.19in; page-break-inside: auto; page-break-before: auto; page-break-after: auto">
<b>Mental
Toughness</b> 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
&ldquo;Mental
toughness&rdquo; showed more promise. Almost by definition, the #1
player must possess a wealth of concentration and willpower that
keeps him on track for the long hours of an organized competition.
I&rsquo;d like to emphasize how much easier said than done this
really is. If anyone would be good at this, I&rsquo;d think it would
be me, yet I have often thought in the back of my mind how much
easier it would be to lose the next round and be done, rather than to
face the upcoming lineup of superstar players. That&rsquo;s a
horrible thing to ever think, and a lack of mental toughness probably
does hold back some top ten players from becoming #1, but still there
are even more important factors at work.

</p>
<p class="western" align="LEFT" style="margin-top: 0.03in; margin-bottom: 0.03in; line-height: 0.19in; page-break-inside: auto; page-break-before: auto; page-break-after: auto">
<b>Mental
Attitude Toward Winning, Losing, Improving</b>

</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
This
was a tricky one. At first glance, many of the #1 players had
extremely poor attitudes. Many are unwilling to give opponents any
credit or respect and are generally full of themselves. But they were
not always this way. They tended to have a much better attitude
during their climb to the top than when they actually got there.
Apparently, power corrupts. Those who have always had poor attitudes
find it difficult to truly break through, so this really is a
distinguishing factor, even though at first glance you see poor
attitudes across all ranks of players. Of course, you also see bad
players with great attitudes. 
</p>
<p class="western" align="LEFT" style="margin-top: 0.03in; margin-bottom: 0.03in; line-height: 0.19in; page-break-inside: auto; page-break-before: auto; page-break-after: auto">
<b>Technical Skill</b> 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
I
would think that in theory &ldquo;technical skill&rdquo; would be one
of the defining traits of a #1 player in a &ldquo;mature&rdquo; game
(a game that&rsquo;s been around long enough that it has a low rate
of new discoveries about gameplay). In actual fact, this does not
appear to be true. Having more ability at executing difficult
techniques surely never hurt anyone, and the best players of games
that require dexterity usually do have a wealth of it. But the
absolute best players are <i>not</i>
the ones with the absolute best dexterity and technique, so there are
more important forces at work. 
</p>
<p class="western" align="LEFT" style="margin-top: 0.03in; margin-bottom: 0.03in; line-height: 0.19in; page-break-inside: auto; page-break-before: auto; page-break-after: auto">
<b>Adaptability (Versus Planning)</b> 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
&ldquo;Adaptability&rdquo;
is a loaded term. First, let&rsquo;s look at its opposite: Planning.
Some players are highly concerned with knowing exactly how the game
&ldquo;system&rdquo; works. They have deep knowledge of the game
rules, the consequences of the rules, and the optimal situations they
want to create. They have a plan. They will know that in a certain
situation the opponent has, say, five reasonable responses. They will
know the optimal counter that minimizes overall risk and maximizes
overall reward. Perhaps the optimal counter ends up &ldquo;even&rdquo;
versus responses 1 and 2, gives a small advantage versus 3 and 4, and
a large advantage versus response 5. The Planner knows all the ins
and outs of this situation, how to steer the game into it, and the
&ldquo;solution&rdquo; to it. I once heard a player claim that he
could beat anyone in a very particular character matchup in a
particular fighting game. When asked why he was so confident, he said
&ldquo;because I know the algorithm.&rdquo; &ldquo;Knowing the
algorithm&rdquo; is something I have been known for and teased about
for years. It&rsquo;s the perfect motto of the Planner.

</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
But
this quality is rarely seen in #1 players, which is somewhat
surprising to me. I would think that players who have a deep
knowledge of the game system and know the optimal responses to all
guessing games are the players who would tend to come out on top.
Perhaps the personality type of the Planner is so rare that it simply
occupies a proportionately small number of the #1 spots in various
games. Or perhaps, the entire approach is inferior to Adaptability. A
great many players I asked listed Adaptability as one of the three
most important traits of a #1 player, and I didn&rsquo;t even list it
as a choice to color their responses. Some even use it as their main
measure of determining how good another player is: can the player
adapt quickly to new situations? Oh, and if the Adaptive player were
put into the situation described above (with the 5 possible enemy
responses), then how would he react? He might not even need to know
the totality of the situation. All he knows is that you will do
response 5, and he&rsquo;s not falling for it.

</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
Here
is an anecdote about Adaptability. The &ldquo;B3&rdquo; tournament
was a landmark in fighting game history. It marked the first meeting
between virtually undefeated players John Choi and Alex Valle in the
game Street Fighter Alpha 2. Each easily cut through the field,
eventually to face each other in the finals. At this time, Alex Valle
unleashed a new technique never seen before, something he had saved
until this moment. I should note that &ldquo;saving your good stuff&rdquo;
backfires 99 times out of 100, but this is one of those storybook
situations almost too extreme to be true. Valle&rsquo;s technique,
which an untrained eye would probably not even notice, went on to
become the single most powerful technique in the game, it changed the
way the game was played, and it was immediately named &ldquo;the
Valle CC&rdquo; after the man himself. The point is, this was no
ordinary trick, but the most powerful, game-changing tactic the game
would ever know. 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
How
did Choi fare in such unfamiliar waters? Many players would have lost
the entire set without even realizing what Valle was doing. Choi may
not have fully grasped what was going on, but he knew the rules were
suddenly very different. Choi ultimately lost that match, but to
leave it at that is an injustice. He changed his gameplay, got caught
fewer and fewer times by the new trick, and even managed to do it
back to Valle! Valle dominated several rounds, but his grasp slipped
more and more as the games went on. The crowd was in utter awe that
Choi could possibly even hang in there against such odds, much less
slowly shift the momentum in his favor. The match went the full count
of possible games: all the way to the last bit of health of both
players in the 3<sup>rd</sup>
and final round of the 14<sup>th</sup>
and final game. By a razor&rsquo;s edge, Choi lost. Yet even today,
that match is cited as the most amazing display of Adaptability in
fighting games. Planning would have been of little use to Choi in
that match, yet Adaptability is seen by nearly all as a rare and
distinguishing factor of the most elite players. And don&rsquo;t let
that story give you the wrong impression of Valle either. He richly
deserves his status as a #1 player, and while he may not be a strong
Planner, he has proven time and again his utter dominance in the
realm of Adaptability. 
</p>
<p class="western" align="LEFT" style="margin-top: 0.03in; margin-bottom: 0.03in; line-height: 0.19in; page-break-inside: auto; page-break-before: auto; page-break-after: auto">
<b>Knowledge/Ability
in Other Games of the Genre</b> 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
&ldquo;Knowledge/ability
in other games of the genre&rdquo; is a somewhat unexpected trait for
a #1 player to have. After all, if a player is really so good as to
dominate a field of obsessed, bloodthirsty competitors, then how
could he possibly have the time or energy to play other games at a
high level, even other similar games? While not all gold medallist
players show this trait, a surprising number of them do. I believe
this is more of an effect than a cause of their greatness, though. It
demonstrates that there is a heart to competitive gaming that lies
beneath the details of a particular game. The best players are in
tune with these underlying concepts, and carry them into any game
they play. Furthermore, the #1 players tend to be highly Adaptive
rather than Planners, so they don&rsquo;t need deep understandings of
a game system to do well at it. They can often just stumble into a
similar game, learn the bare basics, and quickly adapt to avoiding
the deadly tricks that more knowledgeable opponents rely on.

</p>
<p class="western" align="LEFT" style="margin-top: 0.03in; margin-bottom: 0.03in; line-height: 0.19in; page-break-inside: auto; page-break-before: auto; page-break-after: auto">
<b>Yomi</b>

</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
&ldquo;Yomi&rdquo;
and Adaptability often go hand-in-hand. A Planning-type player can
exhibit good yomi skills by knowing a particular situation so well,
that he knows all reasonable responses and their payoffs, so he can
make a strong, educated guess about what you will do. But the
Adaptive players are more likely to just &ldquo;know what you will
do&rdquo; in the first place. It pains me to have to speak about yomi
in such non-scientific terms, but it appears to be a mysterious,
right brain function that is inherently hard to explain. One thing is
for sure, though: the yomi abilities of top players are unmistakable.
Perhaps it must be seen to be believed, but believe me: I&rsquo;ve
seen it over and over and over. Some players just &ldquo;guess right&rdquo;
almost every time. I used to believe that yomi was the single most
important factor in distinguishing #1 players from the rest of the
pack. The reason is that it&rsquo;s the one absolutely clear factor
that #1 players have and their close competitors don&rsquo;t. And I
have never seen a player who consistently gets 8<sup>th</sup>
place who has people gossiping about and fearing his yomi abilities.
That honor rests squarely in the hands of the best, and only the best
players. 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
Some
games are designed to reward yomi skills more than other games.
Perhaps poker is one of them. But in the realm of fighting games,
there is one game that requires, or at least rewards, yomi skills ten
times more than any other fighting game: Virtua Fighter. This game
has a very elaborate system of paper/rock/scissors (with unequal
payoffs) going on. The high speed at which you must make these
decisions makes yomi even more important than it otherwise would be,
because it will all go by too fast for you to even enter a guess
unless you have a very good idea of what the opponent will do.

</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
Virtua
Fighter puts the player in a series of rapid-fire guessing games. The
number of interactions&mdash;that is, the number of guessing games
per second&mdash;is so high that masters of yomi shine above all
others. The game offers the Planners a wealth of systems to
understand as well, but I don&rsquo;t think any Virtua Fighter player
would disagree that yomi is the primary skill of unbeatable players
in that game. Does Virtua Fighter merely demonstrate which players
had the best yomi skills all along? Or does it develop yomi skills in
all its players more than other games do? I&rsquo;m not sure of the
answer, but perhaps both are true. 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
Consider
the Japanese Thumb game. In this game, all players start by holding
out both fists. One player starts the action by yelling &ldquo;1, 2&rdquo;
(to get the other players ready) and then another number, which is
his guess. Right after he yells &ldquo;2&rdquo; each player sticks up
either 1 thumb, 2 thumbs, or no thumbs. The active player is trying
to guess how many total thumbs (including his own) will be up. If he
is wrong, the next player takes his turn. If he is right, he removes
one of his hands from the game and takes another turn. The first
player to remove both hands from the game wins. There is a special
exception rule that if the active player guesses &ldquo;0 thumbs&rdquo;
and he is correct, then he wins the game instantly.

</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
The
Japanese Thumb game is pure yomi. I see no logical explanation for
why one player would be any better at it than any other player. And
yet in gatherings of fighting game players, the Virtua Fighter
players always win this game. Yomi is an inexplicable, unseen force,
but it is very real, and possessed by the very best of all players.

</p>
<p class="western" align="LEFT" style="margin-top: 0.03in; margin-bottom: 0.03in; line-height: 0.19in; page-break-inside: auto; page-break-before: auto; page-break-after: auto">
<b>Appraisal</b>

</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
&ldquo;Appraisal&rdquo;
or &ldquo;Valuation&rdquo; is the ability to judge the relative value
of different pieces, moves, tactics, or strategies in a game. This
might be the most important skill in competitive games. If Yomi is
understanding the opponent, then Appraisal is understanding the game
itself. 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
In
some sense, this skill is, by definition, what all competitive games
are about. Games are about making decisions, which of course makes
them about knowing the relative values of the pieces and situations
in question. Some claim that &ldquo;Appraisal&rdquo; is just too
obvious and basic a thing to place on such a high pedestal. But when
I looked at all the best players of the games I know, this skill tied
it all together for me. 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
The
best players are usually doing somewhat weird things that most
players don&rsquo;t understand. I picture a bell curve of
&ldquo;valuations&rdquo; that players have about their game. What I
mean is that there is a large number of players in the middle of that
curve who share common beliefs about what is good and effective, and
what is not. They represent the &ldquo;conventional wisdom&rdquo;
about the game. But there are a few players at the extreme end of the
bell curve who have different views on what is good. In their world,
some of the commonly known tactics don&rsquo;t work on elite players,
so they are worthless. Some moves or tactics are seen as worthless to
most, but the elite player has a very specialized or refined use of
them that makes them highly effective. Basically, because these
players are on a higher level of understanding about the game&mdash;either
with an explicit, logical analysis or through inexplicable
intuition&mdash;they see the game through different eyes and see
different relative values. Sometimes the conventional wisdom is just
wrong about a game, and only the best players are able to step out of
the mold and not be bogged down by how the masses incorrectly think
the game should be played. And these elite players very often cannot
explain in full, logical, step-by-step detail exactly why they value
one thing so much more than another. I think the mental process for
arriving at these valuations and the process for fully explaining
them to others are very different things. You are better off watching
what the masters do than asking them why they do it.

</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
The
moment all this crystallized for me was when I was thinking about
taking up a new game. I knew a player who knew quite a bit about this
game and was at least fairly good at it. It seemed natural for me to
ask for his advice on how to learn the game. And yet, I hesitated to
do so. I thought at first it was some deficiency of my own, perhaps
an irrational fear of losing to him that made me shy away. But then
the real reason occurred to me: I did not trust his Valuation skills.
It&rsquo;s not that I knew anything about this game that would
contradict what he thought (I knew almost nothing), but I knew his
personality and his style and performance in other games. He always
has a clear, well-articulated argument about why a certain tactic or
character or whatever is good and why another is bad. It&rsquo;s
usually hard to refute his views in a debate, as he has facts and
reasoning behind them. And yet, they so often prove incorrect once
tournament play reveals which characters and tactics are <i>actually</i>
good. 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
And
then I realized that all my #1 players displayed unusually good
Appraisal skills in some way. In fighting games, they often tended to
play characters that others didn&rsquo;t think were good, or
characters no one else could play well. These players are just a
little out in left field with what they&rsquo;re doing, because only
they know what <i>really</i>
is good to be doing in the first place. Many of them were not
&ldquo;innovators&rdquo; since they didn&rsquo;t personally discover
these weird things, but they all were able to recognize a good thing
when they saw it, more readily than their peers.

</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
The
reason I now put Appraisal even higher than yomi on my list of traits
for the gold medallist is mainly that in most games, there are only
so many opportunities to yomi, but almost everything you do in the
entire game is some measure of your Appraisal skills.

</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
I
should make another distinction in Appraisal, breaking it into two
categories, because it applies to both the Planner and the Adaptor.
Consider the example of chess. The &ldquo;conventional wisdom&rdquo;
of the game ranks the value of pieces according this scale: pawn 1
point, knight and bishop 3 points, rook 5 points, queen 9 points, and
king infinite points. But how true is the conventional wisdom? Maybe,
when all is said and done, bishops really are worth a bit more than
knights. Or even more to the point, how much are pawns really worth?
One of the great advances in chess theory was the realization that
chess is really all about the pawns. Open versus closed pawn
structures lead to very different types of games.

</p>
<blockquote>Pawns are the soul of chess. 
<div class="quoteauthor">&mdash;Philidor, Musician and unofficial World Chess Champion of 1750
</div>
</blockquote>

<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
So
this type of Appraisal comes from deeply understanding the system of
a game and realizing which forces are more important than others in
determining the outcome. Often, a Planner-type player is thinking in
these terms. 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
The
other type of Appraisal is of a much more specific nature. Rather
than caring about which general principles are more correct, the
player is adept at judging the relative value of moves in a
particular game situation. Yes, bishops are generally worth the same
as knights, but in this particular board situation, perhaps the
bishop is worth everything and the knight is worthless. A player good
at this type of Appraisal does not necessarily have a good grasp of
the underlying game system or the theories about the game&rsquo;s
strategy, but he knows exactly what is good and what is not, right
here and now given a specific, complicated game position.

</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
Just
as Virtua Fighter is an unusually good test of yomi skills, Magic:
The Gathering is an unusually good test of Appraisal skills. It is a
card game with thousands and thousands of cards, where the player
must build a deck of only 60 cards (or 40, depending on the
tournament format). There are cards that are bad, but seem good.
There are cards that are good, but seem bad. There are cards that are
strictly better than other cards in most situations, but far worse in
very specific situations. There are cards that are incredibly good,
but no good deck can be built around them. There are cards that are
bad, but are used in the very best deck because the rest of the deck
is utterly dominating and desperately needs a certain ability, even
if the best available source of that ability is on an otherwise
terrible card. 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
Perhaps
the hardest lesson to learn, the lesson that every Magic player seems
to have to learn over and over, is that there are great cards that
come together to make great decks that ultimately do not win because
they aren&rsquo;t as good as something else that&rsquo;s out there.
It&rsquo;s easy to get excited when you see a great deck come
together, but the &ldquo;great deck&rdquo; does not exist in a
vacuum. Very often, there is some completely different deck that&rsquo;s
trying to do completely different things, and that other deck is
ultimately stronger than yours. It&rsquo;s not that yours is bad per
se, but the opportunity cost of not playing the even better deck is
just too high. It&rsquo;s all about the relative value of the decks,
not their absolute measures. Even when you&rsquo;ve learned that
lesson and have found the actual &ldquo;best deck&rdquo; to play in a
given card pool, you still might be foolish to play it. You also have
to judge the &ldquo;meta-game,&rdquo; which is the landscape of deck
choices all your competitors have made at a given tournament. Perhaps
they all know about this &ldquo;best deck&rdquo; and have all decided
to play decks that do nothing at all but beat that deck. Sometimes,
the &ldquo;best deck&rdquo; can still win even when subjected to
extreme hate, so again it&rsquo;s all about judging the relative
value of the pieces. 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
The
so-called &ldquo;limited&rdquo; formats of Magic (including sealed
deck and draft formats) require you to make choices on the fly about
the relative value of cards that you will put into your deck. In
limited formats, it&rsquo;s more difficult to rely on the
conventional wisdom of which decks are good, so some players value
these formats even more highly because they test Valuation skills
more. 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
Magic
is an interesting case, because some players argue that the game is
too random, yet the same few players are able to consistently win
tournaments. Currently, Germany&rsquo;s Kai Budde is the #1 Magic
player in the world, and I believe the main factor is that his
Appraisal skills are that much better than everyone else&rsquo;s,
especially the second type of Appraisal, the moment-to-moment type.
Everyone knows that Wild Mongrel is a great Magic card and that
Merfolk Looter is a good card. Which is more valuable in general?
Such things are debated endlessly on forums and chat rooms about the
game. More importantly, though, which one is more valuable in a
specific game situation? When you factor in the life totals of each
player, the time left on the clock, the number of cards in each
player&rsquo;s hand, the quality of those cards (some might be
useless, &ldquo;dead&rdquo; cards), the other cards in play already,
etc., you&rsquo;ll find that it all depends on the exact situation.
So who knows if it&rsquo;s a good idea to make a move that kills your
Wild Mongrel and their Merfolk Looter, given a specific, highly
complicated game situation? I&rsquo;ll tell you who knows: Kai Budde
knows. 
</p>
<div id="book_chapter_nav" class="alt">

<table style="width:100%">
<tr>
     <td style="text-align:left;">
<span style="font-family:Arial;color:#777777">◄</span> <a href="http://www.sirlin.net/ptw-book/love-of-the-game-not-playing-to-win.html">Love of the Game: Not Playing to Win</a><br>
     </td>
     
     <td style="text-align:center;">
          <a href="http://www.sirlin.net/ptw">Book Index</a>&nbsp;<span style="font-family:Arial;color:#777777">▲</span>
     </td>
     
     <td style="text-align:right;">
<a href="http://www.sirlin.net/ptw-book/elite-players-guide.html">Now You're Playing with Power</a> <span style="font-family:Arial;color:#777777">►</span>     </td>

</tr>
</table>

</div>]]></description><wfw:commentRss>http://www.sirlin.net/ptw-book/rss-comments-entry-2466951.xml</wfw:commentRss></item><item><title>Love of the Game: Not Playing to Win</title><dc:creator>Sirlin</dc:creator><pubDate>Sat, 25 Oct 2008 06:08:37 +0000</pubDate><link>http://www.sirlin.net/ptw-book/love-of-the-game-not-playing-to-win.html</link><guid isPermaLink="false">280482:2864232:2466948</guid><description><![CDATA[<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
Now
it&rsquo;s time for what appears to be the opposite point of view:
&ldquo;playing to win&rdquo; at all times is counter-productive. If
you want to win over the long term, then you can&rsquo;t play every
single game as if it were a tournament finals. If you did, you
wouldn&rsquo;t have time for basic R&amp;D, you&rsquo;d never learn
the quirky nuances that show up unexpectedly at tournaments, and you
are likely to get stuck honing suboptimal tactics.

</p>
<p class="western" align="LEFT" style="margin-top: 0.03in; margin-bottom: 0.03in; line-height: 0.19in; page-break-inside: auto; page-break-before: auto; page-break-after: auto">
<b>Basic
R&amp;D</b> 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
Playing
to win and playing to learn are often at odds. If you play the game
at hand to maximize your chances of winning, then you won&rsquo;t
take the unnecessary risks of trying out new tactics, counters,
moves, patterns, or whatever. Playing it straight is the best way to
win the game at hand, but at the cost of valuable information about
the game that you may need later and valuable practice to expand your
narrow repertoire of moves or tactics.

</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
Here&rsquo;s
a simple example from Street Fighter. Let&rsquo;s say I know for a
fact that one split second from now my opponent will do a particular
&ldquo;super move.&rdquo; To win the game at hand, the smartest thing
to do is just block the move, but that doesn&rsquo;t teach me a whole
lot. How invulnerable is his super move, anyway? Could I have stuck
out an early kick that would knock him out of his super? Or could I
have waited for the &ldquo;super flash&rdquo; to happen (signifying
the beginning of his super move) and then done an invulnerable dragon
punch 1 frame (1/60<sup>th</sup>
of a second) later? Maybe my invulnerability will last longer than
his and I&rsquo;ll knock him out of it. Maybe his will always win.
That&rsquo;s valuable information to have for the time when you have
zero energy and the opponent forces you to block the super move and
die. This situation will happen in the tournament, so you better know
what your options are. 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
Very
often in &ldquo;casual play&rdquo; I will forgo the safe option in
order to try possible counters to certain moves. Even if I lose a
game when a possible counter turns out not to work, the knowledge
gained is well worth it, since I&rsquo;ll never make that particular
mistake again (I hope!). If you really want to play to win, you have
to know all the options open to you at every moment and that doesn&rsquo;t
happen without a lot of disastrous experiments.

</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
This
concept applies to pretty much any game, of course. &ldquo;Will my
six Corsairs really beat his twelve Mutalisks in StarCraft?&rdquo;
Or, &ldquo;I know I have the flak cannon, but will the shock rifle
combo work just as well around corners in Unreal Tournament?&rdquo;
You will never know unless you try it.

</p>
<p class="western" align="LEFT" style="margin-top: 0.03in; margin-bottom: 0.03in; line-height: 0.19in; page-break-inside: auto; page-break-before: auto; page-break-after: auto">
<b>Honing
Suboptimal Tactics</b> 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
Early
in a game&rsquo;s life, players have not yet figured out which
strategies and tactics are actually the best, though many players
will claim to know all. Those players may very well know better
tactics than other players of their time, but games evolve. New
things are discovered that make old tactics obsolete. Usually,
radically different and better tactics are discovered that put the
old ones to shame. Sometimes, new counters are discovered that can
entirely defeat the old &ldquo;best&rdquo; tactics. In a fighting
game, you also have the concept of figuring out which characters are
the best. It can take months (or years!) for players to figure out
that character X, though widely thought to suck, is actually able to
abuse bug/feature Y in such a way as to be nearly unbeatable.

</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
So
how does all this relate to playing to win? The hardcore &ldquo;Play
to Win&rdquo; player will choose his one character, his set of
powerful tactics, and hone them to perfection over time. He&rsquo;ll
know all the tricks for that character to perform those tactics. For
example, in the fighting game Marvel vs. Capcom 1, he might pick Mega
Man and learn the &ldquo;rock ball trap.&rdquo; This is a pattern of
attack where Mega Man creates a soccer ball (&ldquo;rock ball&rdquo;
in Japan), kicks it diagonally across the screen, then fires one blue
projectile in the air, then one on the ground. That&rsquo;s three
projectiles total, controlling the play field. While the opponent
deals with that, Mega Man has time to summon another soccer ball and
repeat the pattern. 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
A
serious Mega Man player will learn the rock ball trap variations
needed against Chun Li, the different variations needed against
Venom, and so on. Other players will find tricks to negate the
usefulness of the rock ball trap in general, then the Mega Man player
will find the counter-tricks that allow him to keep the pattern
going. This will feel a lot like &ldquo;Playing to Win,&rdquo; but in
the end, this player will do precious little winning. He will have
mastered a suboptimal tactic that in the end is not bad, but isn&rsquo;t
one-tenth as good as other things that other characters can do.

</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
I
think of a game as a topological landscape with lots of hills and
peaks that represent different tactics/strategies/characters. The
higher the peak, the more effective that strategy is. Over time,
players explore this landscape, discover more and more of the hills
and peaks, and climb to higher locations on the known hills and
peaks. Players can&rsquo;t really add height to these peaks; they are
only exploring what&rsquo;s there, though that is a rather
philosophical distinction. The problem is that when you reach the
base of a new peak (say, the rock ball trap peak), it can be very
hard to know that the pinnacle isn&rsquo;t very high. It might be
really difficult to climb (lots of nuances to learn to do the trap),
but in the end, the effectiveness of the tactic is low compared to
the monstrous mountains that are out there. You have reached a local
maximum, and would do better to go exploring for new mountains.

</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
In
other words, playing to win involves exploring. It involves trying
several different approaches in a game to see which you are best at,
which other players are best at, and which you think will end up
being the most effective in the end. When you are perfecting your
rock ball trap (your best chance of winning at the time), you have to
realize that &ldquo;playing to win&rdquo; might actually involve
taking up a new character you know nothing about&mdash;a character
that you will eventually play ten times better than you could ever
dream of playing Mega Man. 
</p>

<blockquote>It
cannot be found by seeking, but only seekers shall find it.
<div class="quoteauthor">&mdash;Sufi
Proverb 
</div>
</blockquote>

<p class="western" align="LEFT" style="margin-top: 0.03in; margin-bottom: 0.03in; line-height: 0.19in; page-break-inside: auto; page-break-before: auto; page-break-after: auto">
<b>Learning
Secret Lore</b> 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
Tournament
play often creates critical moments of decision when you are exposed
to a very strange situation in the game. In a tournament, the best
players get to play each other, often with a clash of play styles.
They each have their own tricks and must find immediate answers to
the tricks of their opponents. And it&rsquo;s not just for fun
anymore, it&rsquo;s &ldquo;real.&rdquo; It <i>matters</i>.
Under this pressure, players find creative and unusual solutions to
the tricky spots they get put into.

</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
When
these strange situations come up, will you be familiar with them? Do
you know the options and the risks involved? Knowledge of &ldquo;secret
lore&rdquo; or unusual interactions in a game often means the
difference between winning and losing.

</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
And
how will you learn this secret lore? Perhaps you are preparing for a
tournament, practicing, playing to win. What will you practice?
You&rsquo;ll practice the things you know you need to do the most in
a match. You&rsquo;ll practice against the things that you know
you&rsquo;ll face. Basically, you&rsquo;ll do it all &ldquo;by the
book.&rdquo; Consciously preparing for a tournament is pretty much
the opposite of exploring &ldquo;unusual situations.&rdquo; In your
practicing, will you seek out a player of a character you think
sucks? Will you play characters you have no intention of playing in
the tournament? Probably not. But what happens when a mysterious
player out of nowhere shows up with that &ldquo;sucky&rdquo;
character, and shows everyone how good that character really is? That
other character you were messing around with might be just the thing
you need. Too bad you didn&rsquo;t explore that, you were &ldquo;playing
to win.&rdquo; 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
The
Karmic justice of it all is that love of the game really does count
for something. Those who love the game play it to play it. They mess
around. They pick strange characters, try strange tactics, face
others who do the same, and they learn the secret knowledge. Those
who play only to win can&rsquo;t be bothered with any of that. Every
minute they spend playing goes toward climbing their current peak,
attaining their local maximum. Perhaps they don&rsquo;t even like the
game enough to be bothered with anything except the most mainstream
character and the most mainstream tactic with that character.

</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
I
practiced pretty hard for a tournament in Super Turbo Street Fighter
that occurred on August 9-11, 2001. Before the tournament, I decided
to play only Dhalsim and to practice him a lot against whomever I
could. I also happen to actually like the game, and I&rsquo;d
sometimes mess around with my &ldquo;fun characters&rdquo; of Honda
and Ryu, and occasionally with my &ldquo;professional&rdquo;
character: Bison. Dhalsim was my focus, though.

</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
When
the actual tournament came around, I would have never guessed what it
all came down to. My Dhalsim did well, and it came time for me to
face a well-known Japanese player who plays T-Hawk. T-Hawk is known
to be terrible, especially against Dhalsim, but this was a prime
example of a player who could work magic with a &ldquo;sucky&rdquo;
character. After one game, my Dhalsim was utterly destroyed, and I
needed a change of plans. I figured that my &ldquo;casual play&rdquo;
Honda would do well, since I could sit and do nothing the entire game
and be safe from T-Hawk. If he ever got near, I could head-butt and
knock him away, then sit and do nothing. Anyway, my performance&mdash;a
true exhibition of stubbornness and boringness in tournament
play&mdash;paid off. I defeated the Japanese player in an utterly
ridiculous character matchup that no one would ever predict actually
happening in a tournament. I went on to lose another ridiculous
character matchup against a different Japanese player, but that&rsquo;s
another story. 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
The
unlikely moral here is that playing to win is often
counter-productive. Those who love the game and <i>play
to play</i>
will uncover the unusual nuances that might be important in a
tournament. Those nuances might never be important, but the &ldquo;play
to play&rdquo; player doesn&rsquo;t care. It&rsquo;s all for fun, and
he&rsquo;s happy to accumulate whatever knowledge he can. The &ldquo;play
to win&rdquo; player might lock himself into perfecting certain
tactics/strategies/characters that will eventually be obsolete, as
hard as that will be to believe at the moment. Meanwhile, the player
who is able to take a step back and mess around will either discover
new mountains to climb, or at least take a stab at climbing some
other known mountains. The joke&rsquo;s on you when his mountain
turns out to be ten times higher than yours.

</p>
<p class="western" align="LEFT" style="margin-top: 0.03in; margin-bottom: 0.03in; line-height: 0.19in; page-break-inside: auto; page-break-before: auto; page-break-after: auto">
<b>My Own Advice</b> 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
In
2003, I began to realize that there&rsquo;s a higher mountain out
there in Super Turbo Street Fighter than the characters I had been
playing. Given my personal skills and deficiencies and the meta-game
of which characters I often lose to in tournaments, I decided to take
up Vega as a new character (the Spanish fighter with the metal claw).
For several tournaments I played Vega, and if I lost, I switched back
to my old standby, Bison. That Vega practice paid off once the East
Coast Championships 9 tournament rolled around in 2004. Besides a
single match where I played Bison, I played Vega the entire
tournament and won 1<sup>st</sup>
place, with a record of 8 rounds to 0 in the finals.

</p>
<p class="western" align="LEFT" style="margin-top: 0.03in; margin-bottom: 0.03in; line-height: 0.19in; page-break-inside: auto; page-break-before: auto; page-break-after: auto">
<b>A Note From Japan</b> 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
Months
after writing the above chapter, I traveled to Japan in March 2003 as
part of Team USA, representing the United States in Super Turbo
Street Fighter. I also played a bit of Capcom vs. SNK 2 over there.
One interesting thing about Japanese players is that they stick with
just one character (or one team of characters in CvS2), since their
tournament format requires keeping the same character the entire
tournament. In the United States, we can switch characters between
games, giving us an incentive to learn at least two to four different
characters. 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
The
Japanese players definitely proved to me that by sticking to one
character and learning <i>everything</i>
about that character, you win the unwinnable matches. In both Street
Fighter games I played in Japan, I saw Japanese players who devoted
themselves to supposedly weak characters and demonstrated that the
topological peaks for those characters are miles higher than I had
realized. One might think that that invalidates some of the points I
made about exploring many mountains in hopes of finding the highest,
yet the winner of the CvS2 tournament used the same old unfair,
broken characters and tactics that we&rsquo;re all aware of
(A-groove, roll-canceling Blanka/Sakura/Bison for those who care).
That same player, Tokido, won the CvS2 portion of the 2001 tournament
I mentioned above, so perhaps he&rsquo;s proved my point after all.
He&rsquo;s identified what many players agree is the highest peak of
that game, and devoted himself to perfecting it. Unfortunately he&rsquo;s
an incredibly boring player, but nonetheless a boring player who won
the US National and Japan National tournaments!

</p>
<div id="book_chapter_nav" class="alt">

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     <td style="text-align:left;">
<span style="font-family:Arial;color:#777777">◄</span> <a href="http://www.sirlin.net/ptw-book/advanced-players-guide.html">Tournaments</a><br>
     </td>
     
     <td style="text-align:center;">
          <a href="http://www.sirlin.net/ptw">Book Index</a>&nbsp;<span style="font-family:Arial;color:#777777">▲</span>
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     <td style="text-align:right;">
<a href="http://www.sirlin.net/ptw-book/what-makes-the-best-player.html">What Makes the Best Player?</a> <span style="font-family:Arial;color:#777777">►</span>     </td>

</tr>
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</div>]]></description><wfw:commentRss>http://www.sirlin.net/ptw-book/rss-comments-entry-2466948.xml</wfw:commentRss></item><item><title>Advanced Player's Guide</title><dc:creator>Sirlin</dc:creator><pubDate>Sat, 25 Oct 2008 06:07:11 +0000</pubDate><link>http://www.sirlin.net/ptw-book/advanced-players-guide.html</link><guid isPermaLink="false">280482:2864232:2466945</guid><description><![CDATA[<h2>Tournaments</h2>

<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
You
should seek out formal matches in the form of tournaments. The best
way to measure your progress is to measure your ability to win, but
matches you play outside of formal competition, real as they may
seem, are rarely a good measure of much. The strongest steel is
forged in the hottest flame, and fiercest competitor is forged in the
most serious battle. Casual play is often for &ldquo;fun&rdquo; but
tournament play is for blood. 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
In
a tournament, even the same opponents you are used to facing may rise
to a higher level of play. Players sometimes save their secrets&mdash;their
best tactics&mdash;for serious competition. In a tournament, players
tend to be more conservative. They also tend to find answers to
tactics they have never answered before, because now they have to.
They may cling to life in the game like the fate of Earth depends on
it, whereas in casual play they freely give up a game in a position
of disadvantage. 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
As
you can see, playing for &ldquo;fun&rdquo; and playing to win are
wildly different pursuits. Edward Lasker (who only coincidentally
shares his name with the ultimate grandmaster Emanuel Lasker) summed
this up at the beginning of the second half of his book <i>Chess
for Fun &amp; Chess for Blood</i>.
</p>

<blockquote>

<div class="western" align="JUSTIFY" style="margin-left: 0.5in; margin-right: 0.5in; text-indent: 0.25in; line-height: 0.18in" id="P2div">
In
the preceding pages, we have looked only at the pleasant side of
chess&mdash;the kind played among amateurs for the excitement of a
battle without bloodshed, in which the supreme command is in their
hands, but the outcome of which is of no grave consequence to either
player. 
</div>

<div class="western" align="JUSTIFY" style="margin-top:15px;margin-left: 0.5in; margin-right: 0.5in; text-indent: 0.25in; line-height: 0.18in" id="P2div">
There
is another side to chess, however, which is quite
different&mdash;tournament and match games played by masters or those
striving to become masters, whose standing, if not livelihood, may be
seriously affected by the outcome. 
</div>

<div class="western" align="JUSTIFY" style="margin-top:15px;margin-left: 0.5in; margin-right: 0.5in; text-indent: 0.25in; line-height: 0.18in" id="P2div">
Such
games are no fun, even for the winner. They are the hardest work
imaginable. You play for blood! You avoid the lure of beautiful
combinations unless you see clearly that they do not endanger your
chance to draw the game at least, if you cannot win it. For it is not
the beauty of a combination which wins a tournament, but the number
of points you make&mdash;a whole point for a win, a half a point for
a draw, and an &lsquo;egg&rsquo; for a loss.
</div>
</blockquote>

<p class="western" align="LEFT" style="margin-top: 0.03in; margin-bottom: 0.03in; line-height: 0.19in; page-break-inside: auto; page-break-before: auto; page-break-after: auto">
<b>Understanding
Tournaments</b> 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
I
remember at one of my first game tournaments, I did not perform as
well as I thought I should have. I entered with a friend who happened
to be the one of, if not <i>the</i>,
best players in the country, John Choi. (Yes, he won that day.) He
counseled me &ldquo;Don&rsquo;t worry. You just aren&rsquo;t used to
tournaments yet.&rdquo; I disagreed and responded, &ldquo;No, it&rsquo;s
not that. I just didn&rsquo;t play well today.&rdquo; I now know that
Choi was correct. 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
The
tournament is a strange beast to those unfamiliar with its workings.
There are many rules and nuances that have to do with running the
tournament, apart from the rules of the game itself. Perhaps the
tournament is single elimination format, or double elimination with a
loser&rsquo;s bracket, or round robin, or Swiss. Perhaps players are
seeded based on past performance. Seeding ensures that the best
players have early matches against the worst players. But why should
this be? If you are new, how is it fair that you have to fight the
best players right off the bat? You might be inclined to complain
about this or challenge the entire concept. The purpose of seeding is
to prevent the very best players from eliminating each other early in
a single or double elimination tournament. This is an example of
something that you should waste no mental energy on during the actual
tournament. (It is a matter of course to the veteran.)

</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
There
are many customs in a tournament. How will you determine whether you
are the 1<sup>st</sup>
player or 2<sup>nd</sup>
player in a game where that is meaningful? How will you pick your
characters in a fighting game or your side in war game, or your color
in chess? The newcomer to tournaments, even if he is an expert at the
game, will find himself a stranger in a strange land of foreign
customs. When others talk to you, are they genuinely interested in
being friends? Or are they &ldquo;scouting you out&rdquo; to find out
if you are a threat or which tactics you might use? If you have a
thorough understanding of tournaments and how they work, this is a
much easier question to answer and you will need to expend no mental
energy on paranoia. 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
What
is the format of a match in the tournament? A match is an encounter
with an opponent that may take the form of a single game, or a set of
games. In a single or double elimination tournament, the winner of
the match (overall set of games with that opponent) is usually all
that matters. Do you need to care about winning individual games,
perhaps for tie-breaker reasons? Or is only winning matches
important? What about the feel of a match? If a match is best 3 out
of 5 games, you will need to have a feel for the flow of gameplay
over the course of 5 games. Often, one player will be able to &ldquo;figure
out&rdquo; the other, and the scales will tip more and more in his
favor as games go on. You must be able to identify the moment that
this is happening, and if you are the victim, then you better change
things up one way or another. Does your tournament allow you to
change what it is you control in the game between matches? In a
fighting game, you can switch characters if you lose. (At least in
America you can. In Japan, you cannot!) In a real-time strategy game,
usually both players may switch &ldquo;races&rdquo; (sides) after
each game. In the card game Magic: The Gathering, players are not
allowed to switch decks between games, but both players are allowed
to alter their 60-card decks by swapping in and out cards, one for
one, from a pre-registered &ldquo;sideboard&rdquo; of 15 extra cards.
It takes time to be able to identify when you should switch your
strategy and when you shouldn&rsquo;t. All these factors are tied up
in the strange practices of tournaments and can really throw off
excellent players who are simply not excellent tournament players.

</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
The
only way to truly test yourself is through formal competition. You
should not become merely an excellent player, as that is a very
subjective thing. You must become an excellent tournament player. You
must win tournaments. 
</p>
<p class="western" align="LEFT" style="margin-top: 0.03in; margin-bottom: 0.03in; line-height: 0.19in; page-break-inside: auto; page-break-before: auto; page-break-after: auto">
<b>Preparing
for tournaments</b> 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
Depending
on who you talk to, preparing for tournaments takes either an
enormous amount of work unthinkable by the layperson, or it takes
none at all. In college, I used to say that the more you prepare for
a final exam, the worse you&rsquo;ll do. The reason is that if the
final exam is mere days away and you <i>need</i>
to cram for it then your battle is already lost. Despite your best
efforts, it will be hard to compete against students who have
developed a natural understanding of the material and have been able
to think about it and mentally manipulate it over the semester.

</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
Gaming
is not so different. Things learned at the last minute just aren&rsquo;t
as effective as things you&rsquo;ve fully integrated into your play
over a long period of time. If something requires physical dexterity,
you&rsquo;re much better off if it becomes deeply engrained in your
muscle memory. If it&rsquo;s a tactic, you&rsquo;re much better off
practicing it over time against a variety of opponents in order to
gain a full, first-hand understanding of it. Basically, if you stay
on your path of continuous self-improvement then you <i>are</i>
prepared for a tournament. 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
However,
an upcoming tournament is a way to refocus your approach to the game.
There might be a few techniques you know you are bad at, but you
usually get away with not doing them. If you are serious about the
upcoming tournament, you will isolate those techniques and practice
them by rote, no matter how boring or time consuming it may be. You
might have a tendency to explore the unusual corners of the game. In
a fighting game, perhaps you often play bad characters because you
can. In a real-time strategy game, you play your &ldquo;fun race&rdquo;
rather than your &ldquo;business race&rdquo; or you build &ldquo;fun
units&rdquo; rather than &ldquo;business units&rdquo; in order to
show off or have a little more variety. In a first-person shooter,
you might develop skills with ridiculous weapons that are mostly
useless. All of this may give a deeper understanding of the game, but
in the tournament, you will not have the opportunity to explore every
facet of the game; you will have just a few chances to show what you
can do, and you better make them count. In a fighting game, you&rsquo;ll
be playing your best character so that is what you need to practice.
In a real-time strategy game you will pick your best race, use your
best build order and your best tactics. In a first-person shooter,
you will use your best weapons and run your best routes on the map.
It&rsquo;s nice to have some backup options, but let&rsquo;s be
practical. Preparing for a tournament forces you to set aside your
&ldquo;fun&rdquo; and develop the skills more important for winning.
In a fighting game, you might be able to improve your skill at a
certain character from a 20 to a 75 out of 100 (in arbitrary &ldquo;skill
units&rdquo;) in the same time that you could develop your main
character from a 93 to a 93.5. But your main character is what is
going to win you the tournament, and you need every edge you can get
with him. 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
Another
aspect of preparing for a tournament is knowing the meta-game that
you are facing. That means knowing the prevailing trends of how the
game is being played now, and how it will be played at the
tournament. In Warcraft, is everyone going to play Night Elves and
rush with Huntresses? In Street Fighter, is everyone going to play
Chun Li? In Magic: The Gathering is everyone going to play a mono-red
Sligh beatdown deck? If you don&rsquo;t know what you are going to
face, you can be really thrown off come tournament day. Having an
inkling of the meta-game lets you prepare for the right things. This
is unusually important in a game like Magic: The Gathering where
everyone brings their own custom-made decks to the tournament. If you
know everyone is going to play a certain type of deck, you can make a
deck that would ordinarily be bad, but is designed to beat what is
popular. Being well-connected with your gaming scene and regularly
attending tournaments gives you an advantage over the more isolated
players. 
</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
In
my own fighting game experience, I have seen that at high levels of
play, the &ldquo;meta-game&rdquo; has an entirely different meaning.
Top players usually don&rsquo;t need to consider the prevailing
trends of how the game is played overall, because they can easily
crush the mid-tier and below players anyway. But they often do need
to consider the &ldquo;mini-meta-game&rdquo; composed of the current
tricks and techniques of the two or three other players in the
tournament who can actually beat them.

</p>
<p class="western" align="JUSTIFY" style="text-indent: 0.25in; line-height: 0.18in">
Either
way, you can see that knowing your enemy is part of preparing for
tournaments. Time and time again, I have seen new players who think
they are very good claim that they would do well in tournaments, and
they basically never do, at least not right away. Part of being good
is being plugged into the tournament meta-game, and it&rsquo;s
extremely difficult, and in some games impossible, to simply develop
skills in a vacuum then waltz in and win a tournament.

</p>
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<span style="font-family:Arial;color:#777777">◄</span> <a href="http://www.sirlin.net/ptw-book/the-invincible-and-the-beast.html">The Invincible and The Beast</a><br>
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     <td style="text-align:center;">
          <a href="http://www.sirlin.net/ptw">Book Index</a>&nbsp;<span style="font-family:Arial;color:#777777">▲</span>
     </td>
     
     <td style="text-align:right;">
<a href="http://www.sirlin.net/ptw-book/love-of-the-game-not-playing-to-win.html">Love of the Game: Not Playing to Win</a> <span style="font-family:Arial;color:#777777">►</span>     </td>

</tr>
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</div>]]></description><wfw:commentRss>http://www.sirlin.net/ptw-book/rss-comments-entry-2466945.xml</wfw:commentRss></item><item><title>The Invincible and The Beast</title><dc:creator>Sirlin</dc:creator><pubDate>Sat, 25 Oct 2008 05:45:20 +0000</pubDate><link>http://www.sirlin.net/ptw-book/the-invincible-and-the-beast.html</link><guid isPermaLink="false">280482:2864232:2466931</guid><description><![CDATA[<p class="western" style="margin-top: 0.03in; margin-bottom: 0.03in; line-height: 0.19in; page-break-inside: auto; page-break-before: auto; page-break-after: auto" align="left"><strong>Chess Player: Jose Raoul Capablanca, The Invincible (1888-1942)</strong></p>
<p class="western" style="text-indent: 0.25in; line-height: 0.18in" align="justify">If there were ever a player who played to win, it was Capablanca. Throughout his career he refused to study chess books or openings, which would ordinarily not be considered the attitude of a champion, but Capablanca was no ordinary player.</p>
<p class="western" style="text-indent: 0.25in; line-height: 0.18in" align="justify">At the age of seventeen, he was one of many players to play simultaneous games against the World Champion Dr. Lasker in an exhibition. Capablanca won his individual lightning game. Three years later, he went on a tour of the United States where he broke records on both speed and results in simultaneous play. He played a whopping 168 games in ten consecutive sessions before losing his first game! His final score was 703 wins, 19 draws, and 12 losses. In 1909, he soundly defeated the American Champion Frank Marshall with a score of 8-1 with 14 draws.</p>
<p class="western" style="text-indent: 0.25in; line-height: 0.18in" align="justify">He went on to thoroughly dominate chess with a record of losing only 36 games out of 567 during his entire career. He went <em>ten years</em> without losing a single game!!</p>
<p class="western" style="text-indent: 0.25in; line-height: 0.18in" align="justify">By all accounts, Capablanca&rsquo;s style was direct and flawless. He treated every move as a puzzle with an optimal solution. Content with gaining a small advantage of space or material in the beginning and middle game, he would convert that advantage into a decisive win in the endgame, his known specialty.</p>
<blockquote>I always play carefully and try to avoid unnecessary risks. I consider my method to be right, as any superfluous &lsquo;daring&rsquo; runs counter to the essential character of chess, which is not a gamble but a purely intellectual combat conducted in accordance with the exact rules of logic.
<div class="quoteauthor">&mdash;Jose R. Capablanca</div>
</blockquote>
<blockquote>Poor Capablanca! Thou wert a brilliant technician, but no philosopher. Thou wert not capable of believing that in chess, another style could be victorious than the absolutely correct one.
<div class="quoteauthor">&mdash;Max Euwe, 5<sup>th</sup> World Chess Champion</div>
</blockquote>
<blockquote>I have not given any drawn or lost games, because I thought them inadequate to the purpose of the book.
<div class="quoteauthor">&mdash;Jose R. Capablanca, on his own book about chess</div>
</blockquote>
<blockquote>It&rsquo;s entirely possible that Capa could not imagine that there could be a better move than one he thought was good and he was usually right.
<div class="quoteauthor">&mdash;Mike Franett,  <br /> Chess Master and editor of <em>Inside Chess</em> magazine</div>
</blockquote>
<blockquote>Capablanca was possibly the greatest player in the entire history of chess.
<div class="quoteauthor">&mdash;Bobby Fischer, 11<sup>th</sup> World Chess Champion and<br />youngest chess champion ever.</div>
</blockquote>
<p class="western" style="margin-top: 0.03in; margin-bottom: 0.03in; line-height: 0.19in; page-break-inside: auto; page-break-before: auto; page-break-after: auto" align="left"><strong>Street Fighter Player: Daigo Umehara, The Beast</strong></p>
<p class="western" style="text-indent: 0.25in; line-height: 0.18in" align="justify">The Japanese call him &ldquo;Ume,&rdquo; the Americans call him &ldquo;Daigo,&rdquo; and everyone calls him &ldquo;The Beast!&rdquo; Daigo is the best overall fighting game player on planet Earth. He is sort of like a Choi raised to the 3<sup>rd</sup> power, minus all emotion. When it comes to technical dexterity and deep knowledge of a game&rsquo;s nuances, Daigo is outclassed by many of his Japanese contemporaries, but when it comes to winning, there is no other. Daigo does not merely win; he utterly destroys. I watched Daigo completely humiliate an American player in a tournament match, just moments before I would face him in the exact same character matchup. Though I was armed with the knowledge of exactly what not to do, Daigo completely rolled over me in a virtual instant replay.</p>
<p class="western" style="text-indent: 0.25in; line-height: 0.18in" align="justify">More than any other fighting game player in the entire world, Daigo has the power of yomi: the power to know the mind of the opponent. There is no need to execute difficult combos, or to have deep knowledge of the nuances of a game when you know exactly what the opponent will do next. Daigo throws out &ldquo;risky moves&rdquo; left and right, and lands virtually every one, because again, there is no risk when you know what the opponent will do. Going into my match with Daigo, I vowed not to attack at the &ldquo;correct times&rdquo; so as to be harder to read, but I found that it is nearly impossible not to attack at the correct times. I have ten years of experience telling me to do so. As soon as you feel the presence of Daigo inside your mind, you have that split-second of second guessing yourself, which is the exact moment he finishes you off. Daigo (and Choi) are both great examples that there is a skill to competitive games more fundamental than the language of the particular game at hand. Daigo doesn&rsquo;t even need to be particularly &ldquo;good&rdquo; at a game to dominate it, he simply <em>is</em> Daigo and wins.</p>
<blockquote>I never thought a player was actually, literally psychic before&nbsp;.&nbsp;.&nbsp;. in the supernatural sense&nbsp;.&nbsp;.&nbsp;. but honestly&nbsp;.&nbsp;.&nbsp;. Daigo scares me. I think he might be.
<div class="quoteauthor">&mdash;Romel &ldquo;Chaotic Blue&rdquo; Shaheed,<br />member of US National Guilty Gear XX team</div>
</blockquote>
<blockquote style="text-align: right;">&ldquo;.&nbsp;.&nbsp;.&rdquo; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;
<div class="quoteauthor">&mdash;Daigo</div>
</blockquote>
<div id="book_chapter_nav" class="alt">
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<td style="text-align:left;"><span style="font-family:Arial;color:#777777">◄</span> <a href="http://www.sirlin.net/ptw-book/the-one-true-style.html">The One True Style</a><br /></td>
<td style="text-align:center;"><a href="http://www.sirlin.net/ptw">Book Index</a>&nbsp;<span style="font-family:Arial;color:#777777">▲</span></td>
<td style="text-align:right;"><a href="http://www.sirlin.net/ptw-book/advanced-players-guide.html">Tournaments</a> <span style="font-family:Arial;color:#777777">►</span></td>
</tr>
</tbody>
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</div>]]></description><wfw:commentRss>http://www.sirlin.net/ptw-book/rss-comments-entry-2466931.xml</wfw:commentRss></item><item><title>The One True Style</title><dc:creator>FMJaguar</dc:creator><pubDate>Sat, 25 Oct 2008 05:44:01 +0000</pubDate><link>http://www.sirlin.net/ptw-book/the-one-true-style.html</link><guid isPermaLink="false">280482:2864232:2466927</guid><description><![CDATA[<p class="western" style="margin-top: 0.03in; margin-bottom: 0.03in; line-height: 0.19in; page-break-inside: auto; page-break-before: auto; page-break-after: auto" align="left"><strong>Chess Player: Emanuel Lasker, The One True Style<br />(1868-1941)</strong></p>
<p class="western" style="text-indent: 0.25in; line-height: 0.18in" align="justify">Lasker was polite, a remarkable player, and a remarkable person by all accounts. He held a PhD in mathematics and he happened to share an apartment with Albert Einstein in the 1930s. Dr. Lasker played bridge, Go, and chess. Although he had many interests, he utterly dominated the world of chess. He held the title of World Champion for an amazing twenty-six years, during which time he defended the title seven times. Dr. Lasker&rsquo;s winning percentage is the highest of any World Champion: 66%. His record was 52 wins, 16 losses, 44 draws for a total of 74 points in 112 games.</p>
<p class="western" style="text-indent: 0.25in; line-height: 0.18in" align="justify">But numbers alone cannot convey the genius of Lasker. He was an attacker, but not overly so. He was a defender, but not overly so. His mathematical mind saw solutions on the chessboard that few others could see, but it was not about &ldquo;finding the solution&rdquo; to Lasker. He believed chess has a spirit, and that psychology of the opponent was at least as important as chess theory when deciding a move. His style showed a balance of many aspects and schools of thought, and thus he was versatile and adaptable. Like all masters, he made his art look easy. He was also quite adept at making moves that made his opponents very uncomfortable, and at finding his way out of positions that other players called hopeless. The thing that really calls out to me about Dr. Lasker, though, is that others believed his ability to read the mind of the opponent was simply uncanny. Nebulous as it is to &ldquo;know the mind of the opponent,&rdquo; that accusation shows up again and again when dealing with the world&rsquo;s best players of strategic games.</p>
<blockquote>Lasker won so many games from bad positions that he was accused by at least one opponent of witchcraft, by another of hypnotism and by many more as being grossly over-endowed with good luck. In fact, he often deliberately courted difficult positions because he understood the mental stress that can be built up in the mind of an attacker when he meets with a resolute defense. By building up an opponent&rsquo;s hopes and then placing a trail of difficulties in his path, Lasker would induce feelings of doubt, confusion and finally panic.
<div class="quoteauthor">&mdash;Bill Hartston, Chess Author</div>
</blockquote>
<blockquote>While both Steinitz and Tarrasch&nbsp;.&nbsp;.&nbsp;. [put] into practice a perfect strategy, playing only the best possible moves on every occasion, Lasker&rsquo;s approach to the game was certainly more flexible. For Lasker understood better than anyone that the true nature of the struggle in chess was not an objective search for the truth, but a psychological battle against both oneself and the opponent in conditions of extreme uncertainty.
<div class="quoteauthor">&mdash;Bill Hartston</div>
</blockquote>
<blockquote>It is remarkable, and deserves special mention that the great masters, such as Pillsbury, Maroczy, and Janowski play against Lasker as though hypnotized.
<div class="quoteauthor">&mdash;George Marco, Chess Annotator</div>
</blockquote>
<blockquote>Emanuel Lasker was undoubtedly one of the most interesting people I came to know in my later life.
<div class="quoteauthor">&mdash;Albert Einstein</div>
</blockquote>
<p class="western" style="margin-top: 0.03in; margin-bottom: 0.03in; line-height: 0.19in; page-break-inside: auto; page-break-before: auto; page-break-after: auto" align="left"><strong>Street Fighter Player: John Choi, The One True Style</strong></p>
<p class="western" style="text-indent: 0.25in; line-height: 0.18in" align="justify">Choi is polite, humble, and utterly dominating as a player. In high school, he was a champion wrestler, and now he is a champion fighting game player, probably the best overall player in the United States. Choi has good reaction speed, but not the best. He has good technical skills and dexterity, but not the best. He is, however, one of the most adaptable, versatile players around. Choi quickly learns exactly what it is you&rsquo;re up to, and soon makes you feel a bit silly for thinking you could really get away with it. Like Lasker, he attacks at times, defends at times, and generally plays a balanced game. His style is one of simplicity, and he makes the game look easy. Also like Lasker, he combines the analytical approach of determining the logically correct thing to do in a given situation with the psychological approach of measuring and reading the mind of the opponent. It&rsquo;s very hard to get such a player &ldquo;out of his element&rdquo; since virtually any situation or turn of events becomes his element, just as much as it is yours. In the end, it&rsquo;s not hard to see why the central style has proven stronger than obsessive styles like my own, or overly defensive styles like Ortiz&rsquo;s.</p>
<p class="western" style="text-indent: 0.25in; line-height: 0.18in" align="justify">Choi has won far too many US national tournaments to even mention.</p>
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<td style="text-align:left;"><span style="font-family:Arial;color:#777777">◄</span> <a href="http://www.sirlin.net/ptw-book/the-snakes.html">The Snakes</a><br /></td>
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<td style="text-align:right;"><a href="http://www.sirlin.net/ptw-book/the-invincible-and-the-beast.html">The Invincible and The Beast</a> <span style="font-family:Arial;color:#777777">►</span></td>
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