D_Matt_Ma
[10] Knight
This discussion isn’t meant to only apply to Soul Calibur, but rather to all 2D and 3D fighters. And given the recent patch for Soul Calibur 5, I found this to be an opportune time to discuss MY PERSONAL OPINION on the difference in balancing philosophy between the two extremes in thinking- Japan vs. USA.
This is important, because most fighting games are designed in Japan. All balancing efforts are biased to the Japanese way of thinking. This is the status quo, and it won’t be changing in the immediate future. As players, we have to therefore try to anticipate and (hopefully… eventually…) adapt to this philosophy in order to gauge the direction of our respective games.
The US Philosophy:
The key to long term success in fighting games is match-up knowledge. Understanding the CHARACTERS and what they can and cannot do is essential to becoming a better player.
The Japanese Philosophy:
The key to long term success in fighting games is player knowledge (some refer to it as “Yomi”). Understanding the PLAYER and what they will do regardless of the situation is essential to winning.
Note that execution and difficulty is not a factor when balancing characters. Both communities have an understanding that with higher level comes higher standards on the player’s ability to perform.
The 2D and 3D track record
The Japanese philosophy has, for the most part, served the 2D community well. Yes, there are hiccups along the way (SSF4 AE comes to mind), but for the most part, balance efforts have moved the 2D franchises in the right direction.
The same cannot be said for 3D games. Over the years, the community has gotten more than its fair share of speed bumps. In some cases, these balancing problems have gotten WORSE with sequels rather than improving (Tekken 4 fan raise your hand). Why? Both communities have experienced and competent players. Both genre companies have competent game developers, designers, and, yes… testers. Why is the record of balancing 3D fighters so bad when the Japanese do it, yet so well implemented when done for their 2D counterparts?
Anticipation vs. Reaction
3D fighters tend to have more moves. A LOT more moves. Although this doesn’t remove the anticipation aspect of the game, it does reduce the effectiveness, as even small differences in move properties can lead to different counter options. However, it also shifts emphasis from anticipation, a highly looked upon skill in 2D fighters, to reaction. Reaction = punishment aka free damage (more on that later). So the next time you hear a 3D fighter gamer emphasizing frame data like no tomorrow, now you know why. Knowing frame data tells a player how to react after the fact and punish prepare accordingly.
This is important, because most fighting games are designed in Japan. All balancing efforts are biased to the Japanese way of thinking. This is the status quo, and it won’t be changing in the immediate future. As players, we have to therefore try to anticipate and (hopefully… eventually…) adapt to this philosophy in order to gauge the direction of our respective games.
The US Philosophy:
The key to long term success in fighting games is match-up knowledge. Understanding the CHARACTERS and what they can and cannot do is essential to becoming a better player.
The Japanese Philosophy:
The key to long term success in fighting games is player knowledge (some refer to it as “Yomi”). Understanding the PLAYER and what they will do regardless of the situation is essential to winning.
Note that execution and difficulty is not a factor when balancing characters. Both communities have an understanding that with higher level comes higher standards on the player’s ability to perform.
The 2D and 3D track record
The Japanese philosophy has, for the most part, served the 2D community well. Yes, there are hiccups along the way (SSF4 AE comes to mind), but for the most part, balance efforts have moved the 2D franchises in the right direction.
The same cannot be said for 3D games. Over the years, the community has gotten more than its fair share of speed bumps. In some cases, these balancing problems have gotten WORSE with sequels rather than improving (Tekken 4 fan raise your hand). Why? Both communities have experienced and competent players. Both genre companies have competent game developers, designers, and, yes… testers. Why is the record of balancing 3D fighters so bad when the Japanese do it, yet so well implemented when done for their 2D counterparts?
Anticipation vs. Reaction
3D fighters tend to have more moves. A LOT more moves. Although this doesn’t remove the anticipation aspect of the game, it does reduce the effectiveness, as even small differences in move properties can lead to different counter options. However, it also shifts emphasis from anticipation, a highly looked upon skill in 2D fighters, to reaction. Reaction = punishment aka free damage (more on that later). So the next time you hear a 3D fighter gamer emphasizing frame data like no tomorrow, now you know why. Knowing frame data tells a player how to react after the fact and punish prepare accordingly.