Hate Speech: When Worlds Collide

After enduring weeks of pressure from the darkest, slimiest, most megalomaniacal corners of the community to comment on the issue of online versus offline play, I've finally acquiesced. Don't expect a simplistic "offline good, online bad, stfu scrub" treatment here, though--we're going in-depth. Why? Because Hate Speech is about not only stepping up your game and making you think, but also about peace, brotherhood, and all kinds of other new-age hippie crap. You will learn to love your online brothers or there will be consequences. Am I understood?

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I'm not going to say which side is which. You figure it out.

Of course, every journey of goodwill and understanding requires, by definition, a journey, so today we're going on a field trip. Let's all hop in the DeLorean and travel to the backward, medieval year of 1983.

Know Your Roots

1983 was, in some respects, a landmark year: unofficial Hate Speech mascot Ronald Reagan was president, the Redskins and Dolphins were the two best teams in the NFL, and your intrepid columnist was only one year old. More importantly for our purposes, '83 saw the publication of Geoffrey and Elizabeth Loftus' Mind at Play: The Psychology of Video Games (The book can be found HERE), one of the earliest attempts to think about games and gaming in a scholarly fashion. The gaming landscape Loftus & Loftus describe is quite different from today's, but it's nevertheless pertinent thanks to a chapter called "The Arcade Subculture." Much of their audience, pointy-headed psychologist types, didn't really know what arcades were, so the Loftuses endeavored to create a genealogy of sorts to describe them that essentially claimed arcades were most closely related to dive bars. Awesome! The claim actually holds water, too. The earliest "arcade" cabinet games like Pong, SpaceWar, and so on appeared in bars before anywhere else. Over time, more and more games collected in these spaces until the drinks were marginalized or pushed out entirely, giving us the first arcades.

This is important because it reminds us that the DNA of arcades and bars are closely related. They're social spaces first and foremost. Fighting games, with their frenetic head to head action that's brief enough to churn through your quarters very quickly, were literally tailor made for this environment. As such, the earliest social norms for fighting game communities were created in and reflect an environment that's fundamentally face-to-face social in nature, and anyone who got his start in the arcade scene absorbed a code of behavior that essentially took direct personal interaction as a given.

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Not this kind of interaction, either..this comes later. Later as in the next paragraph.

Online play, by contrast, developed much later and is far more closely related to the sort of behaviors and interactions we were seeing in the mid-90's heyday of AOL. I still fondly remember the feeling of unmitigated joy I experienced when I first logged into Battle.net for Diablo and realized that, no matter what I said to people, they wouldn't be able to punch me in the face for it. It was pure bliss for a while, but soon enough the level of discourse degenerated to the point at which I (and everyone else) had to come up with vulgarity of unspeakable creativity to even get an eyebrow raise from others, let alone adequately make the point that they were trash. It was a race to the bottom, and the general barometer for what was acceptable and unacceptable adjusted accordingly.

To be clear, it's not necessary that a person have actually been there in the early days of the arcade or of networked gaming in order for these norms to affect him or her. Modes of interaction change, but the circumstances of their birth affect everyone who comes later. This is why the main difference between online and offline players isn't a skill gap or a maturity gap, as is sometimes asserted, but instead a complete structural difference in terms of acceptable modes of interaction. We don't know how to talk to each other, so we all come off looking like assholes.

Quit it.
Now.

Offline players, next time an online player says something indefensibly over-the-top, remember where it's coming from. Online players, stop writing such egregious checks with your mouths unless you intend to show up in person in order to get them cashed, which brings us to the real bone of contention here:

Offline Play is Better Than Online Play, End of Story

This argument needs to be put to bed, and I'm certainly going to try, but first let's look back at my assertion. Note that I said "offline play" and not "offline players." In point of fact, I don't care about which group of players are "better" because it's impossible to measure and ultimately irrelevant due to the fact that online and offline are so different. I simply say offline play is better because the game itself dictates that. Think for a moment: fighting games are about consistency. Random number generation is all but absent, and moves maintain consistent properties. Lag works against this, adding a fluctuating element to every move based on the whims of the Internet gods. More importantly, Soul Calibur games are balanced for offline play. Move properties don't change when online play is selected** In fact, the entire purpose of the net code is to minimize lag and create an experience truer to offline play. Bearing that in mind, the game itself privileges offline play, so it makes sense that we as a community do, too. For those of you whose experience doesn't extend into the offline realm, I highly recommend trying to find a gathering or traveling to a tournament. Put a little Vick's VapoRub in each nostril to fend off the stench and have a blast playing the game the way it's meant to be played.

**(Editors note: In some games, like VF4 and DOA, online play actually does alter the properties. In VF4's case it was great. DOA4 didn't work out quite as well.)

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This is a realistic portrayal of a problem faced by many tournaments. Especially in the south.

Settling the Score

So how do we reconcile the worlds of online and offline players? First, as I intimated earlier, shut up about which crop of players is better. You're playing different games. Just as importantly, Calibur veterans and the online new blood alike need to realize that each group has radically different implicit assumptions regarding how to deal with fellow gamers. Vets, be a little patient. Don't validate or engage in the shouting match, as nothing good can possibly come from it. Online players, open your minds a little. If you can't travel and compete regularly, we understand, but don't be so damn insecure about it that you feel the need to rip on those of us who do.

Homework:

How is online play potentially useful when it comes to improving? Is playing online against skilled opponents more useful than playing offline against inferior ones? How can oldschool players socialize newschool ones into the community, or is that impossible? Why am I completely wrong about everything I just said because xX_SephirothMerlin_666 would totally kill me online with Mitsu 1A spam? Lay it on me.
 

While I generally agree with the substance of your post in theory, your self proclamations of being good only hold weight with yourself; because the metric that is used to determine that in the eyes of your peer is offline tournaments/MM's/Grudge matches and what have you.

If you don't want that, or don't care about that validation, or simply cannot do this, I understand that. To each their own- but the thing is; and this is one issue that this article didn't address, the idea of showing up to prove your worth at the game competitively simply cannot be achieved online due to the nature of the game within that medium. Every player is taking advantage of lag, even when they try their hardest not to. This skews everything.

Don't take this as a personal attack or me saying you suck. It's not that at all- it's that you are making a claim and you or I have no way of proving it one way or the other; and you are using that claim in defense of online.

If you showed up offline and did well with just your online training, I would be forced to give ground to your position and claims.

Again, this is not an attack- this is just something that I think needs to be said.

Also, I take issue with all this "fun" flag flying. This is implying people take the game seriously implies that is "unfun". This also implies that "we need to remember it's just this or that" is somehow a valid position for everyone. This attitude needs to stop.

This kind of "fun" is not superior to mine, nor should it be finger wagged like you are scolding a child ("People seem to forget" is one of my least favorite ways to start a fallacy). This position one raises my ire, but this has been articulated by a smarter, but somewhat more hostile man that me. Pardon the language- I didn't write it (Which is to say, I don't think you are scrubs, but if someone were to take the opposing pole to your viewpoint, it'd look like this:)

Seth Killian said:
I know, I know- "But arent these games supposed to be about fun!?" Remember where you first heard that sentiment? When you were on a little-league team that sucked. It was the coachs pre-game "pep talk" to soften the impact of the beating you all knew you were about to take. Of course there is nothing wrong with having fun- my concern is to point out the way in which so many scrubs use the idea of "having fun" as an excuse to never really get any good; to hide their inability to really play. They can pretend to laugh off their losses because they were "just having fun". So why bother? Its another of those cheap devices for soothing their own damaged egos. Not only will these guys will not only never be real competitors (they like to take a "moral high-ground" on this one, claiming: "Well if that's what it takes, then I don't want to win! Ill never give up having fun!"), but they actually miss out on the best kind of reward these games have to offer.

Theres something deeply satisfying about seeing these games played truly well. It has a kind of beauty all its own. A well-played match has a flow like nothing else- that youll never see just screwing around, no matter how big the combos, or how wacky the tactics.

"Fun" is used not only as an excuse for lazy slop play, its also (of course) used against certain tactics. Usually those same tactics that make you work to get around them. This is a new kind of sadness all its own, as in the vast majority of cases, counter tactics exist. Finding these, and the back and forth of complex tactics is one of the greatest pleasures these games offer. But no- we should give that up for the "fun" of being able to slap our buttons the same ways we used to.

Finally, the idea that you cant win and have fun at the same time needs to be exposed as the mysterious scrub propaganda that it is. There are a lot of aspects to "fun", not least of which is the special joy of winning a serious competition. Look at the faces of everyone in the Olympics (the ones that aren't already sitting on fat million dollar "I don't have to care what happens" contracts, anyway)- is anyone having fun? You ever see anything other than those scary "for the judges" smiles? No. The only time you see these hardcore competitors really smile is following... what? A dominating performance. One where they know they've just done exactly what they needed to do- for themselves, team, country.

Fortunately, FG tournaments (and FG's generally) have a lot more opportunities for fun than this. Most every top player I know has a ton of fun playing these games- and unquestionably more than the losing, button slapping scrubs who console themselves by thinking the winner must have "given up his humanity" or some nonsense to get that good.

In fact, groups of top players have more fun playing these games, hanging out with each other, than any other group Ive ever seen playing, and I've seen a lot. The idea that fun can't go together with winning isnt just confused, its exactly wrong. These guys are playing the game better, more satisfyingly, seeing more in it, and getting to beat everyone down at the same time. Fun.
 
I'm not sure why we're still talking about this. The difference is pretty obvious. So it always comes down to persoal reasons. I play online because it's fun and easy. I sit in my chair/bed, lay back, turn on that xbox and boom. Anytime, any day. Offline you have to set a time to meet, make a bunch of calls/messages or go to arcade. You may not be able to do that at 12 midnight. Not saying I won't do it, just can't do it as often. And I wanna play often.
 
I'll agree with Hates, Offline no doubt is greater than Online.To me, it's playability is better, it's more fun, the timing is pin point, and I do not have to worry about "Connecting" after each round.

The thing that gets me is when people say things like "it will NEVER work" (Notice the emphasis on NEVER, something will always work in this game on someone) or "your just an online player only, you would have no chance offline" bs that I was hearing when I first started trying to step to the offline scene. I learned alot of things from online play, and though it never gives you the full effect of the game (in my opinion) you can still learn some things from it (like certain scenerios from characters you've never seen with limited people around you)

I can honestly say I would not have one my first offline tourney without the things I learned from alot of online play, but offline is stuff better. I missed the smell of sweaty gamer sweat in the afternoon.
 
Do you know what you gain from forming strategies based around online play in SC4? Delusion.

This is a virtual breeding ground for scrubs and it should never, never be taken seriously. But here’s the thing. It’s a competitive fighting game. So why even start playing online? Why do it to yourself? Nothing is gained. The lag in SC4 is so terrible that the game doesn’t even resemble itself any more. The classy “rules” are subject to bias to whoever is loud and obnoxious enough to enforce them. This makes people play the role of deputy. They exclaim how you SHOULD play, what moves AREN’T allowed. Can you imagine what kind of complex this creates in a game where the aim is to crush your opponent through exploitation?

I won’t say this isn’t true, but the price you pay for this “experience” comes at the cost of frustration. What you gain is a dim vision of what might be possible and it is immediately offset by anyone who has good reaction time offline.

But it is SUCH A TEASE when want you want to really put your skills to the test. Sorry, you can’t do 80% of your movelist.

I can't remember the last time I agreed so much with someone on this site. These points right here put into words what I was feeling when I quit sc4 online months ago.

The one part of this that I don't quite agree with is the 80% statement. For me it was more like I felt like I couldn't ulitize my characters tools in ways that were deemed "cheap".

Examples: No using NM 1a charged/uncharged mixup games
No playing with single b mind games with lizardman online
Hesitating to use stuff that works offline (?) but is hard to deal with online because of lag. (not impossible, but way harder)

Trying to play seriously online I think is some kind of paradox or contradiction...because unless you live in a certain country you can't.

As far as this game goes anyway.
 
Examples: No using NM 1a charged/uncharged mixup games
No playing with single b mind games with lizardman online
Hesitating to use stuff that works offline (?) but is hard to deal with online because of lag. (not impossible, but way harder)
yeah man.. this is it. removing NM 1A , removing A or B checking, and always wondering "am I playing fairly" makes no sense.

Time is better spent trying to find or build a scene in your local area. It has much more long lasting rewards
 

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