Hate Speech: Degeneracy (Competition)

Vincent may not have won Devastation 2011, but he certainly won our hearts, and this despite being a known Canadian. After clutching out an impressive victory against LP (and avenging a loss from the day before in the process), he was given the stream mic and used his moment in the sun to grace us all with two nuggets of unadulterated profundity: "I just want to get laid," and "we played casuals . . . I lost like fifteen in a row to him, but then I won two."

While the aspirational element of the first statement is both powerful and moving, I'll set it aside for another day. The second statement, however, is a perfect example of the attitude necessary to succeed in Soul Calibur--or any game, for that matter--at the highest levels.

Vints has gone through a few nicknames over the years, but MoneyMuffins is the worst.

While great skill and tournament experience are both necessary conditions for success, they're not sufficient in themselves to do so. The final required element is what I will term the competitive mindset. My definition of the competitive mindset is comprised of three parts, each of which we'll examine in turn, starting with:

Defining Trait 1: Perseverance

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If at first you don't succeed, cheat and use warp zones.

Think for a moment about what Vints did here. Having lost to LP in pool play on Saturday, he actively sought LP out for more games. Choking back a veritable tidal wave of hormones and sexual frustration, he sat down and took his beatings like a man until he figured out how to overcome his opponent. Developing skill isn't an easy thing, and it necessarily involves a great deal of failure. For you supernatural geniuses in the audience, think back to when your precocious little brains were trying to figure out the secret to walking. Even something that basic requires that we fall on our faces over and over again, and Calibur is hardly any different. Players with the proper competitive mindset don't view losses as wholly bad; personally, I'm never happier than when I am playing someone who is routinely out-thinking me, because I know that pushing through those difficulties will make me a stronger player. Adversity in this sense can become a valuable learning experience for, as Vints showed us, it can pay serious dividends.

Defining Trait 2: Confidence

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Vints is almost as confident as this kitty kat right here! Ladies, take note.

This bit seems self-evident, but it’s a particularly vicious brand of confidence that I’m recommending here, so it’s worth unpacking. I respect a large number of my fellow players’ skill. Maybe—and I stress maybe—if you found me in an appropriately inebriated state, I might be pushed to confess that some of them are nearly my equal. All that changes, though, as soon as we sit down to play. Don’t be reckless, and never underestimate the person sitting next to you in a tournament scenario, but take care not to err too far in the other direction. Players with enough of a reputation can often get away with murder based on their name alone, which is why it’s important, for the duration of a match, to nourish a healthy contempt for your foe. Irrespective of the situation, it’s important to have a well-cultivated belief that you will win because, frankly, all you need is one point of health and a string of intelligent decisions to come back from any deficit.

Defining Trait 3: Ruthlessness

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You will need to be even more ruthless than the negative effect this picture has on the male brain.​

This aspect might be the most abstract. The word ruthlessness, taken literally, seems merely to be a darker way of invoking confidence in the manner that I did above. For our purposes, however, I mean it to represent a willingness to do anything within the rules of the game in order to secure a victory. Put colloquially: “cheap it up.” There’s an inexplicable tendency within certain parts of the fighting game world to develop things akin to codes of honor. Barring that, we see often enough contrition on the part of successful players who use characters or tactics that others feel are less than sporting.

Ruthlessness deserves a bit more attention from us because I feel like it gets an unduly negative reputation. Seth Killian somewhat vitriolically characterized this reaction as part of the “scrub mentality” (Article HERE). That particular territory having been thoroughly covered, we’ll approach it from a different angle today: being unwilling to utilize “cheap” tactics limits every aspect of your game.

First, and most obviously, eschewing the most brutally effective tactics limits your ability to win both in and out of tournaments. Second, it limits your growth as a player. I first picked up Soul Calibur in Tulsa, Oklahoma. The Tulsa scene had very strong feelings about turtling and backdashing. Very, very strong feelings. For a long time I shared this opinion until I fell in with the Dallas-area reprobates who blocked and ran away so damn much that I had to adapt in order to survive. This was a revelation to me. Tactics I had previously thought to be boring or cheap became filled with dramatic tension as I grew to understand the much larger mindgame taking place. Interestingly, and importantly, as my turtling skills grew, I found myself with more and more opportunities to employ the tendency toward frenetic offense I had picked up in Tulsa.

Rather than artificially limiting myself to that single facet of the game, however, I discovered an inclusive attitude toward gameplay that both allowed and, in fact, necessitated extremely precise offense and defense. Third, as I just alluded to, refusing cheapness limits your enjoyment of the game. When both players are truly going all-out, fighting games provide an incredibly rich experience. What’s more, when you’re both being cruel bastards, it’s far less likely that one particular tactic will become so dominant as to choke off the fun of a game.

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Redheads always ruining the fun for everyone

But what about when that does happen? In the formal study of game design, these tactics are referred to as “degenerate strategies.” According to Katie Salen & Eric Zimmerman, "[a] degenerate strategy is a way of playing a game that takes advantage of a weakness in the game design, so that the play strategy guarantees success." (p.271 of THIS book). Game-breaking glitches, massively-lopsided matchups, and Hilde all seem to fall into this category. If that’s the case, well, ban ‘em. If there exist too many in a particular game, go find a better game. In all cases, though, be absolutely certain that you are drawing the line at a legitimate degenerate strategy and not something that’s merely strong, but not broken.

Develop your competitive mindset, keep that competitive mind open, and judge accordingly. In the meantime, go crush your friends and save those pennies so you can make it out to NEC.

Homework:
Tell me what “competitive mindset” means to you. What’s the right attitude necessary to achieve success?

Extra Credit:
Go to Canada and take Vincent out on the town for some good old-fashioned romance.
 
[quote="Digitality, post: 302982"
that's a mistake I (like to believe lol) wouldn't even leave myself open to making. It's a very basic positioning error that was the result of riding the pressure you had for too long.[/quote]

Errbody gets hit by them. In preparing for one thing, you'll always leave yourself open to another. Still, you should come to NEC so I can show you. This isn't a challenge or anything - just something to show you facets to the game you may not believe in yet.
 
Digitality: As long as everyone doesn't have good access to the same types of abilities, and someone is losing from it, I won't believe the player is at fault as much as the character.
 
that's a mistake I (like to believe lol) wouldn't even leave myself open to making. It's a very basic positioning error that was the result of riding the pressure you had for too long.

Errbody gets hit by them. In preparing for one thing, you'll always leave yourself open to another. Still, you should come to NEC so I can show you. This isn't a challenge or anything - just something to show you facets to the game you may not believe in yet.

I actually might attend NEC if funds/time allow. I know for sure I want to be active with SC5 to really bring my game play to the next level. I've been looking at it seeing if I can swing it. My ex lives just outside of Philly and she wants me to come visit sometime anyway saying east coast living beats anything else. At the very least I'd hopefully have a place to crash for a few days.

I'm in no way saying I play a perfect game, mistakes happen and openings occur, or the matches would rarely result in KOs at all if they didn't. Hell, Vincent backing out to the middle might not even have resulted in a win, it's unknowable what would have occurred. That's just what I'd have been predisposed to doing knowing that I could eat a combo for half life on the wall there. Even then, we can go into a match with a game plan at the ready and either change it on the fly, or have judgement lapses and fail to stick to it at times.

I have a pretty wide open view as to believe in many facets of the game.

Digitality: As long as everyone doesn't have good access to the same types of abilities, and someone is losing from it, I won't believe the player is at fault as much as the character.

I have to continue to disagree here. You essentially have free reign to choose the tool set you want to use at your own discretion. If they were all essentially equal without differing strengths and weaknesses then this choice offered to the player would be superficial in the context of play. What's important is making them viable to use within the limits of their differences.

I play modern warfare as well, and to draw a comparison, if I lose a firefight in close quarters because the other guy has a shotgun and I didn't take one that's a death I just have to accept. It's a weakness I willingly chose to take to have some other strength in my arsenal. I won't always lose that shoot out because the circumstances can always differ, but in that situation I'm inherently at a disadvantage.

It's such variation that allows for deeper game play dynamics. I'm glad that each match up makes things different and has impact on the decisions we make.
 
It's superficial either way. A specialized character is superficial because they're gimmicky, and a balanced character is superficial because they're unoriginal. But if you want to measure skill, why assume that balance is irrelevant? It should be top priority. Thinking otherwise gets into an unnecessary grey area and accuses players too much about things that aren't even necessarily true. "If you did this you would've won." Well, guess what, as LP said, by focusing on one thing you leave yourself open to another, and you can't just presume that your take on it is superior when you're not the one in the arena. Your mindset is not better than mine unless you can compete with as many people as I can. Those are my final thoughts unless you have something new to add.
 
It's superficial either way. A specialized character is superficial because they're gimmicky, and a balanced character is superficial because they're unoriginal. But if you want to measure skill, why assume that balance is irrelevant? It should be top priority. Thinking otherwise gets into an unnecessary grey area and accuses players too much about things that aren't even necessarily true. "If you did this you would've won." Well, guess what, as LP said, by focusing on one thing you leave yourself open to another, and you can't just presume that your take on it is superior when you're not the one in the arena. Your mindset is not better than mine unless you can compete with as many people as I can. Those are my final thoughts unless you have something new to add.


I've been cordial. You're starting to be contemptuous. You're also putting words in my mouth. I never said "if you did this you would've won." What I did say was that what you did do lost you a single round. I mentioned how I would've handled the scenario, but I also said that it would be difficult to definitively say that it would have turned out any better. There's a very distinct difference there.

Do you really believe that balance can't exist with variation? That's a simple approach to balance. It's the easy method that requires no depth. Balance does not have to mean that all characters are exactly the same, only that capacity for victory is equally viable.

I've not said balance is irrelevant, but that it does not have to be approached in a 1 for 1 manner. Especially not in a fighting game where a character is essentially defined by their move set.

Do I really have to define superficial? How is a playstyle choice superficial when it directly effects how you are going play the game and how you're going to approach a match up? The choice would only be superficial if it had no meaning below the surface. If character choice was only for graphical appeal and flavor preference, then it really would be superficial.

Nor have I suggested that my mindset is better than yours, but are you really going to argue that you didn't make an error there that you clearly did? Do I need some sort of certification to point out the obvious?

I'm beginning to regret having highlighted an example at all. I didn't think it would be met with such sensitivity.
 

I don't think what you've run into here is a gameplay or even a logic problem. It's an old fashioned "Bark Bark Growl" defense of actions taken within the game that occurs in any competitive environment. When you step back and look at it from that point of view, how this conversation went becomes pretty clear to me.

No matter how eloquent your response, or accurate your observation; it will filter through the lens and come out as one of 3 questions, generally:

1) Who Are you?

2) What have you done, anyways?

3) Who are you to question me (which is a combo of 1 and 2).

Sad, yes, but also true. Stand-offishness is the natural side effect of competitive environments. It's sort of a relic of the arcade culture; in my opinion... but that's a topic for another time.
 
Balance does not have to mean that all characters are exactly the same, only that capacity for victory is equally viable.

[...]

...are you really going to argue that you didn't make an error there that you clearly did?
I agree that a win is a win. But just because everyone can win doesn't mean achieving it is equally viable in the first place. And because of that, mistakes become subjective since it depends on what the players want in the matchup. You can't know what I'm intent on doing, so telling me I made a mistake isn't necessarily the case. In fact, I ignored what you said I did wrong since you're not me and aren't thinking of the next step like I am. Furthermore, I am glad I sound contemptuous to you. We must settle this like men and play for pogs.
 
I agree that a win is a win. But just because everyone can win doesn't mean achieving it is equally viable in the first place. And because of that, mistakes become subjective since it depends on what the players want in the matchup. You can't know what I'm intent on doing, so telling me I made a mistake isn't necessarily the case. In fact, I ignored what you said I did wrong since you're not me and aren't thinking of the next step like I am. Furthermore, I am glad I sound contemptuous to you. We must settle this like men and play for pogs.

Alright, alright. I don't know what you were intending, you're right. It's very easy to comment on something in retrospect, especially from the outside. I'm not really interested in arguing that point. I consider it an error, you want to call it a plan that apparently didn't pan out. Semantics to me.

It also seems like we're just going to disagree on the best approach to balance. We're coming from two radically different camps of thought in that regard and I don't think either of us will change our position.

I'm afraid I'll have to decline your challenge to pogs. I've simply never had a hand for the game. I'd probably end up going home pogless. haha
 
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