Fighting games and the role of execution

12 05 2009

My Dawn of War II excursion was severely sidetracked when my repaired Xbox finally returned home and I was able to play the copy of Street Fighter IV I had lying around.  As of the past few months, I’ve been attempting to immerse myself in the culture of 2D fighters.  3D fighters have always been my forte – Soul Calibur and, more recently, Virtua Fighter in particular.  I never “got” 2D fighting games.  The play was always a blurry mishmash of over-the-top animations from which I could never extract any meaningful strategic decisions.  Hit priorities were a mysterious black box.  And inputs were just… weird.  Maybe Virtua Fighter’s input buffering spoiled me – none of this “just-link” business or one-frame input windows.  I never understood why I couldn’t just start buffering my combos during guard stun like “normal” 3D fighters.

However, with the massive popularity of Street Fighter IV, I resolved to get past this mental 2D barrier and see just what all the fuss is about.  I messed around with Guilty Gear X2 #Reload on XBLA.  I geared up for the Street Fighter IV release with Street Fighter 2 Turbo HD Remix.  And finally, after learning the ropes of Street Fighter IV (and unlearning all of my 3D fighting game habits), I started coming to an understanding of what makes the 2D fighting genre special.  After a lot of thought and analysis, I’ve distilled the essence of 2D fighters to one special characteristic: the execution barrier.

Strategy and exection

Fighting games, like many other competitive, real-time games, have two major components – strategy and execution.  Strategy is comprised of the decisions and the mind-games, frame advantage and disadvanatge, the nitakus and okizemes.  Strategy is the “game” part of the fighting game, in which the smarter player wins.  Execution, on the other hand, is where the mind meets the machine.  It is comprised of the physical dexterity and reflexes that are required to carry out the intended strategy.  A player must excel at both of these components in order to be successful.  In Halo, a pure strategist can find the perfect sniping position, but it avails nothing if he can’t get the crosshairs over the opponent’s head.  An adept executioner, conversely, accomplishes nothing if he keeps getting assassinated by someone who’s always thinking one step ahead.

Various games put different amounts of focus on the two elements of play.  Turn-based games are the extreme example of strategic focus, while something like a time-trial mode of a racing game is probably the extreme example of execution focus.  Fighting games are comprised of a healthy mixture of the two, but within the genre, there are distinct differences in focus.  My personal experience has led me to the conclusion that the 2D fighting game has a much greater focus on execution, while the 3D fighting game has a slightly greater focus on strategy.  I’m not really sure why this is the case.  One of my theories is that early incarnations of the popular 3D fighting game franchises didn’t have the system resources to render complex combo animations, forcing them to opt for subtler, more strategic gameplay.  Another theory is that movement in the third dimension might have conflicted to some degree with the genre conventions of quarter-circle and half-circle inputs.  Whatever the case may be, the two types of games diverged into two distinct styles of play.

Comparing dimensions

Let’s take a closer look at the differences between the play styles of 2D and 3D fighters.  3D fighters generally have fewer buttons.  Soul Calibur has four: vertical attack, horizontal attack, kick, and guard.  Tekken has four: left and right punches and kicks.  Virtua Fighter has three: punch, kick, and guard.  Compare this with some popular 2D fighters.  Guilty Gear has 5 buttons: punch, kick, slash, hard slash, and dust; 6 if you count respect.  Street Fighter has 6 buttons: light, medium, and hard punches and kicks.  Marvel vs. Capcom 2 has 6 buttons: weak and hard punches and kicks followed by two assist buttons.

In addition to the extra buttons typically found in 2D fighters, they also tend to have more complex and hard-to-grasp motions.  3D fighter special moves generally consist of single or double directional inputs plus a combination of buttons.  For instance, in Virtua Fighter, the majority of the moves you’ll see look like 6P+K, K+G, 33K, and the like.  On the other hand, 2D fighter special moves are most often executed with complex quarter-circle, half-circle, full-circle, dragon-punch, and charge inputs.  In Street Fighter, a shotokan player stands little chance without having 236P or 623P burned into their muscle memory.  The complexity of inputs is made most apparent when subjected to the “wife test”.  My wife was able to learn and consistently reproduce a good number of Pai’s moves in Virtua Fighter.  But when it came to playing Chun-Li in Street Fighter IV, her consistent move execution was limited to either the lightning legs (repeat K) or her auto-crossup (3HK).  While she was able to do quarter circles and dragon punch inputs after multiple attempts in trial mode, there was no way she could do them on command in the middle of a fight.  And you can forget the half-circles.

Finally, to seal the coffin on the casual player’s foray into 2D fighting, 2D fighters generally have an additional factor of input timing complexity.  Again, the reasons for this are completely arbitrary, but as far as I’m aware, input windows are far stricter, and combos are much more difficult to execute consistently because of these strict timing requirements.  2D fighter combos are traditionally based on two concepts that rely on strict timing – cancelling and linking.  Cancelling is the concept of cancelling one move animation into another.  Combos derived from this mechanic involve inputting two moves in very rapid succession.  This cancelling window is generally small, so the player has to be very quick in order for the combo to succeed.  Linking is the concept of inputting a second move between the end of the first move’s animation and the end of the opponent’s hit stun.  In many cases, the input window for linking moves is extremely small – on the order of one or two frames.  These are typically what make Street Fighter IV’s hard trials… well… hard.  3D fighters, on the other hand, seem to have very lenient timing in comparison, where a player can buffer a second move anytime during the first move’s entire animation, and it’ll follow immediately after the first move ends.

It’s become quite clear that, for whatever reason, the 2D fighting game has a stronger focus on complex execution than its 3D counterpart.  This gives us the opportunity to examine the role of execution in fighting games by taking a closer look at 2D fighters and the characteristics that set them apart from their more strategic peers.  This is not to say that 2D fighters are inherently unique.  The evolution of the genre just happened to put them in that unique position of possessing complex and more difficult execution schemes.

Many people decry difficulty in execution as the biggest “problem” with fighting games.  David Sirlin, famed Street Fighter tournament player and game designer, wrote a widely circulated rant about Street Fighter IV’s “impenetrable wall of execution”.  I’ve also made mention in the past about my disdain for unnecessarily difficult inputs.  But I’m starting to question whether this “execution barrier” is really a problem at all.

Execution and risk

Fighting games with simple inputs rapidly descend into strategic territory, where one player is trying to out-guess the other player and counter the next anticipated move.  If you really wanted to, you could probably create a huge and complex game-theory-style payout table (a la Prisoner’s Dilemma) for various situations in the game. At its lowest level, fighting game strategy ultimately comes down to picking a choice on this table to maximize your damage payout based on the choices available to your opponent.  I highly recommend looking into Sirlin’s Flash card game Kongai on Kongregate.  The game is an interpretation of fighting game strategy and the mind games that can ensue when the various payouts are quantified and unobscured by layers of input strings and timing.

Now, looking at the execution barrier strictly from a theoretical point of view, one can consider the difficulty of executing a move or a series of moves as a risk – a risk with percentage chances of success and failure that depend on the particular player’s skill level.  At low- and mid-level play, the difficulty of execution introduces a significant percentage chance of failure – especially with things like linked combo strings.  In fact, I’ve even seen recent Street Fighter IV tournament videos of high-level players missing those links on occasion.  When that kind of combo string fails (i.e. is blocked), momentum turns to the other player and will typically give them frame advantage and higher potential payouts.  The execution risk just boils down to a probabilistic entry in the payout table (or tree, if you want to account for successive choices).  It’s true that, by taking some of the determinism away, the randomness violates the supposed “purity” of the theoretical game.  However, coverting the random outcomes into expected values allows a player to analyze the payouts in much the same way as he would with deterministic outcomes.

That might have sounded like gibberish.  Here’s the translation: just as randomness does not break a game, risk can also be analyzed and optimized.  But there’s an interesting and key difference between risk in fighting games and strictly random events: while random events have fixed probabilities, the probabilities associated with risk change as the player becomes more skilled in execution.  In fact, at the highest levels of play, the difficulty of execution starts melting away and the probability of successful execution begins to approach 100%, reducing the game yet again to one purely composed of strategy and mind games.

So as long as this probability of successful execution is factored in, fighting games, regardless of the difficulty of their moves, still boil down to the same concepts.  A barrier to execution, however, ensures that the strategy and options evolve as the player does.

Execution and discovery

Enough with the theory.  2D fighters are, after all, more than a subgenre of games – they’re the subject of an entire culture.  This culture has thrived on a number of things, and among them is the aspect of discovery and experimentation.

Complex input systems have driven players to search out shortcuts and tricks to simplify execution or to allow players to do things that are otherwise considered impossible.  In essence, the execution barrier acts as an often ambiguous gray area of input processing – one that many players dedicate copious amounts of time deconstructing.  The result of these efforts are the various tricks and shortcuts that litter the lexicon of the fighting game culture.  Instant-air dashing, instant-air attacks, jump-installing, and kara throws are just a few of the terms you might hear.  It’s not hard to find entire forum threads and tutorial videos specifically dedicated to unconventional inputs.

In addition, with the extravagance of special moves that characterizes the majority of 2D fighters, discussions on various move properties are abundant.  Many players enjoy exploring and dissecting the myriad combinations of moves and potential counters.  And there are always those moments of memorable incredulity when something that shouldn’t have happened, for some quirky reason, did.  Many players end up devoting time to determining exactly why the strange thing happened, and whether that particular phenomenon can be exploited to their advantage.

And then there are the combo fiends.  When you combine the complex mechanics of a 2D fighter with the subgenre’s liberal use of frame-advantage-on-hit mechanics and aerial moves, you end up with the potential for insanely long (and insanely difficult) combos.  There is a significant subset of players dedicated to executing and sharing these meticulously constructed and carefully executed combos with the world at large.  Every 2D fighter fan has probably watched a combo video at one point or another.  Street Fighter IV’s infinite combos were even reported by several major gaming sites.  Squeezing in that extra hit has always been an integral part of the 2D fighting game culture.

None of these things would exist, of course, if the 2D fighting game was robbed of its twitchy, wrist-wrecking input schemes and distilled down to its strategy alone.  There’s an undeniable appeal in exploring the unknown, in probing and penetrating that black box of computation, in mastering that which was once mystery, and doing what most might consider impossible.  And that leads us to my final point.

Execution and distinction

Although the difficulty of execution in a fighting game serves the aforementioned roles very well, I’ve found that its best function – one that truly elevates the culture of 2D fighters above their 3D counterparts – is in establishing the renown of its genre’s experts.  The 2D fighting scene has legends of such magnitude that I can think of no 3D fighter equivalent.  Alex Valle.  Daigo Umehara.  John Choi.  Justin Wong.  I’m already intimately familiar with the weight behind these names and I’ve only been getting into 2D fighters for a few months.  I’ve played far more Soul Calibur and Virtua Fighter over the past few years, and I can’t think of a single player with the same kind of recognition as those aforementioned 2D fighting gods.

Why are these people so distinguished among their peers?  It is exactly because 2D fighters have higher execution barriers.  Mind games are an acquired taste.  They require deep understanding of a system to really be appreciated.  It doesn’t, on the other hand, take much understanding at all to stare awe-struck as an opponent gets 75% of his life depleted without any chance for retaliation.  It doesn’t take careful, calculated analysis to admire a combo that just doesn’t seem to end.  You don’t have to play Street Fighter III: 3rd Strike to know that this is epic.  These kinds of easily acknowledged accomplishments cannot be achieved unless the player possesses inhuman amounts of dexterity and reflexes.  It’s this perception of a player’s robotically precise control of a game that really sets the 2D fighter legend apart from someone playing a glorified game of paper-scissors-rock.

This is not unlike the general population’s recognition of highly skilled martial artists.  I think it’s easier to see and appreciate their talent than it is to appreciate that of the world’s chess grandmasters.  Most people know the name of Jet Li, Bruce Lee, Tony Jaa, and the like not because of their ability to get into the mind of their opponent – they’re famous because of their demonstrations of extremely quick, precise, and difficult martial arts techniques and maneuvers.  They do things we only dream of doing.  That same kind of distant admiration most certainly applies to the electronic counterpart.  I mean, isn’t it only appropriate that art (or, in this case, game) imitates life?

Conclusion

Execution is obviously an integral part of the fighting game genre, and as I’ve explored here, making the execution more difficult is not necessarily a detriment to the game.  Now I wouldn’t go so far as to say that more difficulty = better game.  There’s definitely a balance to strike between fulfilling the roles I’ve mentioned and making the game accessible.  And I completely understand the mindset of people like Sirlin, who prefer to linger as much as possible on the strategic elements of the fighting game.  I’ve been there.  But I have to admit that I’ve reconsidered my adamant and unwavering preference for strategy, and in doing so, I’ve come to a newfound appreciation for the fighting game genre as a whole.


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8 responses

21 05 2009
noah

i’m surprised you haven’t included the smash brothers series in your analysis. the control scheme for that game is brilliant and can be looked at as something of a response to traditional execution-heavy 2D fighters; every move is triggered by a combination of one out of two buttons and a direction, with two intensities per direction (triggered by ’smashing’ or tilting the analog stick).

so, basically players have access to 14 different moves with an extremely simple and intuitive set of inputs (and that’s only on while stationary and on the ground! different moves become available if the player is in the air or running.).

anyway, i’ve found that, as a result, players reach the interesting parts of the game – the strategy – much earlier.

for what it’s worth, sirlin himself is a supporter of deemphasizing execution, which he attempted to do in HD remix recently.

21 05 2009
schlaghund

Yes, I left Smash Brothers out specifically because it broke a lot of the execution-heavy 2D-fighting conventions. Although I’d argue that the extremely analog nature of some of the mechanics could be interpreted as an execution barrier. Specifically, precise positioning is EXTREMELY important, since it affects things like smash trajectories. The airborne-heavy combat also requires careful execution and timing. I know I certainly found a lot of those elements to be beyond mere mind games.

4 06 2009
Lucas

I think it’s interesting that you’ve compared the speed and dexterity of skilled “Street Fighter” players with, well, the speed and dexterity of actual martial artists. It makes a funny kind of sense.

It’d be interesting to figure out just how and why such complicated button skills came to be so common in fighters (see the post and discussion at http://the-inbetween.com/2009/04/21/complicated-controls-for-simple-games/).

8 07 2009
Kevin Edger

Interesting article, and it does make me scratch my head. There is something impressive about overcoming and even mastering incredibly complex input barriers.

But at the same time I’m not a fan of systems that are prohibitively complex for newcomers. This seems to be a large bane for a lot of 2D games. Of course, it is rewarding when you pull off a big move, and there’s something satisfying about training and having part of your success be how completely you’ve managed the physical part of play! But I suppose the question I have to ask myself is “Is this necessary? Could it, indeed, not be done better? Does it really benefit us as players? And at what point does the fun start to come from self-pleasure and ego stroking over our abilities to pull off ridiculously complex things, and wouldn’t that actually be a bad thing?”

As much fun as I’ve had with a lot of 2D fighters, I have to admit things never really get that fun and rewarding for me until I feel I’m rather capable of competing in mindgames. When I’m still wrestling with simply the chances of whether or not I’ll pull off a Hurricane Kick during a frantic match, I might be enjoying myself, but it’s hardly the most fun I could be having playing a video game.

9 07 2009
schlaghund

Hey, Kevin! I saw your reply to my comments on your article. I’m glad we’re able to trade thoughts on the fighting game genre, even though it seems like we’re on different sides of the matter.

Don’t get me wrong. I LOVE the mind games. I can say that my fighting game interest was REALLY piqued when I started discerning those mind games in Virtua Fighter, and I’ve been hooked to the genre ever since. The point I mean to make is that a larger execution barrier – while not necessarily catering to every type of audience – has its practical role and should not be shrugged off as an outdated element of the genre.

And remember – competitive gaming usually boils down to ego stroking and pride. Whether you’re stroking your ego for pulling off that incredibly difficult corner combo into ultra or you’re stroking your ego for reading your opponent with a psychic shoryuken, the fun of competitive gaming still ultimately lies in self-pleasure, as you called it. Is it a bad thing? I can’t see why. After all, a lot of other competitive games are based on execution barriers. Rhythm games are basically all about execution. Even many shooters rely more heavily on hand-eye coordination than tactics. But those games’ focus on execution doesn’t somehow make them less legitimate as competitive games. Yes, it’s definitely a matter of preference, and fortunately, I think there are modern fighting game titles that cater to both types of play.

And keep in mind that the execution barrier in a lot of modern fighting games doesn’t necessarily eliminate the mindgame aspect. A lot of people forget that normals are perfectly valid moves and often very powerful tools. Every move you do in Street Fighter doesn’t HAVE to be a special. The way I see it, the execution barrier just becomes a means of evolving the mindgames as players become more proficient in the game.

9 07 2009
Kevin Edger

Ditto, it’s a fun conversation we’ve been having!

I will concede, the more I think about it, that there is some role for complex execution barriers. In my mind they bare comparison to “old school” stylized games that are complex and unforgiving in their difficulty, with a large part of the experience being simple exploration of the game and mechanics. Though I still feel like this is a niche thing; I would like it if there were more fighting games that branched out into new territory, so to speak. I can appreciate, the more I consider it, execution barriers, but I still a bit of frustration when that’s a defining trait of the genre still.

Well, of course, I guess I’m curious about how you mean competitive play; are we talking about “high level” play, possibly in tournament settings? Or all play wherein you’re competing with another player? I’ve always felt like the kind of gameplay that happens when I’m playing with friends, or the enjoyment I get from it, is practically more sportsman in nature; my favorite experience is really plying two wills against eachother, testing the players and learning from the experience. But I do realize what we enjoy in games is pretty subjective.

Of course, the sort of ego-stroking I’m talking about is normal and enjoyable when we’re talking about fighting games, (finally intentionally pulling off a super is such a great experience) I do feel that there’s a reasonable level of enjoying complex execution and a level wherein it’s become complexity for complexities sake.

To use a (lame) analogy, a reasonable degree of ego-thumping execution boundary might be finally being able to pull of a highly difficult guitar solo. But what about, say, pulling it off at five times its regular speed? Of course, this is an incredible feat (imagining the solo was relatively complex in the first place) but where’s the practical use? Does it sound good this way? Will you be able to put it to some use with a band? Or wise the entire point to simply prove that you could do it? Which is, really, enough of a reason in a leisure activity, but.

I suppose an extreme example of “self-pleasure through complexity that does not make a game a better game” would be infinite combos, specifically the incredibly difficult ones to do: Of course, it might be the pinnacle of rewarding to be able to do one in a match, and you could argue that the skilled player “deserves” the victory, but has the game become a better or more fun game for it?

Well, still, I’ve got a lot of research to do before I can really well-pose questions like these. And to begin doing so; I’m going to go try and suck less with Taokaka! Goddamn I still swear Blaz Blue is just mostly random crap flying at me as far as I’m concerned. ;-;

9 07 2009
schlaghund

I get your point on “complexity for complexity’s sake”. There’s definitely a subjective balance between complexity for complexity’s sake and input complexity for the sake of evolving gameplay over time. The more I think about it, the more I believe that as long as the complexity is layered on TOP of simpler inputs (that don’t get obsoleted), it’s generally okay. In that case, the complexity is not so much a straight “wall” as much as it is a learning curve.

For example, in Street Fighter, when most beginning Ryu players land a jump in attack, they immediately combo it into a sweep for a knockdown. That requires little dexterity to perform. Intermediate players might land a jump in attack, followed by a couple of linked light/mid punches/kicks, and then cancel it into an uppercut for the knockdown. The advanced players, when they land a jump in attack, can do the intermediate player’s string, followed by a focus attack dash cancel into an ultra or an EX uppercut/fireball. Each of those three things represent increasingly difficult inputs, but they’re really all just refinements of each other. As a player gets better, they just get more guaranteed damage in that particular “jump in attack” situation. In that case, the possibilities provided by the input complexity barrier simply enrich the game without breaking it.

I’ve also recently started playing BlazBlue with coworkers at lunch (and I’m getting my copy in the mail sometime next week). One thing I’m really liking about it is that while the inputs are still rapid and require a decent amount of dexterity, it seems like you can still get a lot out of just using directional normals or drives (i.e. single direction plus a single button). This basically translates into an easier learning curve (which is actually opposite of what most reviewers are saying). I guess in my mind, I’ve stripped all of the special barrier/heat/block gauges from consideration until I’ve grasped the bare-bones basics. When you look at it like that, it’s not nearly as intimidating.

11 08 2009
Jakarta

I have to be honest – I haven’t read this article yet. It’s 5:33AM, and I’m tired. I’ll read it tomorrow when I wake up, and I’ll try and comment with something meaningful. I’m always willing to discuss 2D fighters as they are my favorite video game genre. I just wanted to drop this link before I went to bed: http://www.sirlin.net.

If you’re interested in fighting games and how to play them, you should check out that link. Sirlin worked on HD Remix, and he has a great many articles about the experience and balancing the game.

Good night,
Morgan

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