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Gaming for the Twitch Deficient

Redeye
Tuesday, November 24, 2009

Street FighterEditor's note: Here's an interesting story about one gamer's struggle with very specific types of gameplay in very specific genres. Can developers ever make his gaming life better for him? -Shoe


I find myself wondering lately if I am fit to review or comment on certain types of games at all. I'm an atypical gamer, mentally unfit for certain genres. I'm not sure if my depression or ADHD are involved, but I am naturally inefficient mentally in many situations that a great deal of gamers seem to excel at. This leads to entire genres being an ordeal to try to play for me.

I cannot read an enemy's moves in a fighting game quickly enough to counter with anything but educated guesswork. I cannot train myself to repeat a sequence of button presses and joystick movements to create an impressive combo.

I cannot pick a plan of attack and stick to it rigidly. Fighting games are locked off to me -- a very interesting concept that I am incapable of participating in. My brain is simply not quick enough.

 

The real-time-strategy genre is no better. I can't split my attention all the ways that are needed. I am expected to keep track of mining for material, my defensive force, base building, and my offensive and scouting forces -- it's a complete information overload.

I am also native to consoles and unable to wrap my head around shortcut keys, keyboard macros, clicking efficiency, and general build-order priorities. It's maddening.

pylons...costruct them

Then we have the character-based action genre. Combine all my problems with fighting games, then add on required awareness of multiple attacking enemies in a 360-degree radius. Then throw in hard-as-hell bosses with rigid patterns requiring strategy to defeat. Also consider the high level of masochism that is inherent in the genre's fan base. This usually means even the easy levels are too difficult for me to learn the game on.

Learning curves in most games of the twitch variety are learning cliffs for me. If I was a controller-breaking man I would have a very expensive habit with these games.

Some people tell me to keep trying. The problem is I have kept trying. I will buy a game in one of these genres at least once a year out of curiosity and persistence, and I always end up swearing and upset. I will watch videos of successful players and understand concepts but always falter at sheer execution.

Ninja Gaiden, Starcraft, and Street Fighter 4 mock me with their clever game mechanics and impressively skilled players. “You'll never experience these games as they are intended,” I imagine the designers telling me in their passive-aggressive fashion. “We don't want your kind, slow boy.”

Others would just tell me I'm bad at games. Bullshit, I would tell them. I rock first-person shooters like a goddamn hurricane. I went from sucking at FPS games and barely beating Halo on easy to beating it annually on Legendary and playing every FPS on the block with no problems on at least medium. I'm also good enough at multiplayer shooters to hang with skilled PC players while using a damn 360 controller in Team Fortress 2 (mouse and keyboard controls make my console-bred head hurt.)

I'm not a pro-level player, but my situational awareness and improvisational problem-solving more than make up for reaction-time deficiency and lower button dexterity in the average FPS.

If a game offers ways to play it that don't involve being a near-psychic button gymnastics god, I'm fine at it -- like every other gamer.

The difference between a hard game I can beat with patience (Final Fantasy Tactics for example) and a hard game I can't ever beat (Ninja Gaiden) is all in how much the developers want to push the difficulty of executing something after you have figured out how to do it. The more taxing a game is on the reptile parts of my brain that jump when something is in the corner of my eye or that respond to a stimulus with a rote response, the more impossible it is for me to play. I get maddened and frustrated by trial and error as it is. Once the skills of memorization, reaction, and button dexterity are pushed as far as these games go, it goes from frustrating to fundamentally impossible.

I personally want to play these genres. The complex strategy and clever game design involved call out to the deepest parts of my appreciation for games. I don't feel like a whole gamer unless I can experience the whole of games.

Unfortunately, wanting to play them and actually being decent at them are two completely different things. The time I would need to become even halfway proficient at a game like Starcraft is impossible for me to spend and actually doing so would not be fun in the least until I got there. It would be like trying to learn a foreign language without ever using the letter S.

when i said 'eat me' this wasn't exactly what I meantGame makers don't seem to be obligated to change up games in those genres to make them more playable for people like me outside of the occasional family-friendly gem like Super Smash Bros. I pine for some kind of game design paradigm shift where cleverness and problem solving are prioritized in all games enough to make up for my lack of "mad skillz."

Every time I run into a challenge in a game that punishes me in this fashion I feel conflicted. I wonder if I should hold the game makers responsible for my bad experiences or if the "We didn't make this game for you" excuse truly applies? Is locking the game out for me really required to make it fun for those more suited to its skill set?

Are game makers going to bridge the gap for me one day, or is the fact that I even care a waste of my time?

 
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Comments (12)
Default_picture
October 20, 2009
If you compare twitch gaming to what it once was in the old console days there have definitely been some changes. If you look at the changes across the Prince of Persia franchise, it is reflective of a certain approach to game design. There has also been an increasing trend in Racing simulators such as Need for Speed Shift and Forza 3 to provide optional assistance for those who wish it, opening up their games to broader audiences. The problem with all these games is that every game they compete with directly has the same approach, even control scheme and by extension a set of expectations. I guess the puzzle to solve is whether game designers can allow for more tailored experiences, maintaining the core expected fanbase whilst providing tweaks to allow for those like yourself.
Redeye
October 20, 2009
It seems to me like focusing too much on 'assists' rather then balancing the game to be flexible is a dead end road. It upsets the multiplayer fanbase for a game if the assist is too much of a help to the player with it on and also very few games could give up any of their more challenging mechanics while still remaining fun. Driving games are a special case as a lot of the assists in them are a trade off and usually handicap the player as much as they help them. Not to mention many of them have real world paralells. One thing that has to be considered is that adding in an assist is taking away a challenge from the player without adding in something else to compensate. It's better to tailor certain aspects of a game or modes of said game to a non twitch play style rather then making the non twitch gamer feel like a second class citizen. My example would be putting characters into a fighting game that rely more on planning and executing clever manuvers like feints and traps then on combos and instant countering of the opponent. Or perhaps an army in an RTS that has some sort of unique structure to it's units and bases that allows the player to focus on a smaller amount of things more in depth rather then a great deal of things for short bursts. Basically taking the fact that I can outflank and outsmart people I can't out shoot in FPS games and try to find ways to work that kind of concept into other genres to lessen their twitch requirements. Allow the player to excel at what they are good at rather then punishing them for not doing what they aren't good at.
Photo_159
October 20, 2009
Well... SC, SFIV, and Ninja Gaiden do have some the harshest learning curves in the history of gaming... Haha I have been playing SC since 1998 and I am still a "noob"... I played Ninja Gaiden for an hour and I put the controller down in shame.... And SF4....I just went to a tournament and didn't even win a round or even half a round... I think you were on to something when you talked about not having enough time to improve your skills... A lot of times that's all it takes. I know after a player shows me in something in SC and I learn it well I am able to destroy ..."lesser noobs"or at least pretend like I am not a "noob" for the first 5 minutes of the game. I mean I guess the question is do you have to be good at something to enjoy it? I love SC but I am terrible at it! The same is true of Street Fighter...and I have even recently contemplated picking up Ninja Gaiden Sigma 2. A lot of "out of shape" fat dudes really like sports.. but their fatigue doesn't stop them from watching the Super Bowl or maybe even going out to the park to play... Maybe that is a bad analogy... I understand what you are saying and I don't think you are wasting your time... just try not to take sucking so seriously...in the mean time you where you shine so you should take pride in that... Haha I am not so sure that I shine anywhere...
Redeye
October 20, 2009
I don't have to be good at a game to enjoy it, true. Still I am SO bad at these games that I can't begin to enjoy them. I can't enjoy Ninja Gaiden 2 if I can't get past the first boss and see most of the game. I can't enjoy street fighter 4 if I lose almost every multiplayer match to a never ending march of flow chart ken players. (Oddly enough i'm still so much better then my roommate that he refuses to play with me) I can't even play Starcraft for a single match. About halfway through my build order I realize I'm so far behind my 'checklist' of things to do that I have already lost, And this is just against the computer! I don't have to be spectacular at a game to enjoy it. In these games I'm not even adequate. So their is no 'whoops. I lost. Try harder next time.' It's just 'of course I lost. I always lose.' Their is a certain level of failure that one reaches where it becomes insanity to keep trying. It isn't so much a matter of taking things too seriously as a matter of not being able to relax. I can't even play these games well enough to get into a good groove and enjoy their basic mechanics before they drop the hammer. So drawing me into the gulf of wanting to like their game and being unable to play it the makers of these games are unintentionally wasting both my time and my money. The biggest insult of all this recently is that capcom claimed that street fighter 4 was going to be casual friendly. The final boss in arcade mode is only reasonably beatable on easiest, the lowest difficulty below very easy, and the combos they had me trying in training mode take single frame precision. Considering i'm playing on a damn ps3 controller and my medium punch and kick are on bumpers they can't honestly expect me to do some of this crap. The online mode is a joke with horrible connections all around and nothing to keep people at a higher skill level from just jumping into your game and farming you for dumbarse ranking points. Not to mention having no double blind character select. (not that it matters when everyone picks ryu, ken, or sagat.) Obviously it's a frustrating situation for me and it's hard to not blame the game designers for just doing what they do best. I can't let this sort of thing just slide though. It seems completely against the interests of these game makers to have their games locked off from even certain subsets of experienced gamers.
Default_picture
November 23, 2009
Games such as SFIV and Ninja Gaiden really do hold their own in terms of learning curves. SFIV is really more of quick adaptation vs. reaction time. Ninja Gaiden is just plain f***ing hard--that we can all agree on. Each game has their own target audience. Different games for different people is pretty fundamental. I'm a hardcore SFIV and Guitar Hero player, but toss me into an RTS or strategy game I will quit within (4) minutes. Even if you may like a game, some games are simply tougher for some individuals. It all depends on how the brain can process information.
Dscn0568_-_copy
November 23, 2009
There have been traditional fighting games with shortcuts for preforming special moves, like Blazblue and the GameCube and Xbox versions of Capcom Vs. SNK 2. I think with fighting games though some of the enjoyment comes from the fact that advance combos are hard to do, so that you feel like you accomplish something when you do learn them. Jeffery, have you played the online Championship Mode for Street Fighter IV that was released a few months ago? While it doesn't help the connection and people can still pick their opponents, it does give double-blind picks and divides players into skill levels. If you're looking for feint or trap-minded characters try Dhalsim or Blanka. Dhalsim's game is mostly using his limbs and teleports in a game of keep-away. He also does well against Sagat, Ryu and Ken once you learn the match-up. Blanka has problems against Sagat but he has a lot of tricks and feints with his rolling attack, slide punch and hops. Neither character relies on combos either.
Waahhninja
November 24, 2009
It's this exact reason why I'm not playing BlazBlue. I constantly wonder about the 10 and 12 year-olds that I know are playing Halo and CoD. I'm fairly good at them but that came with rigid practice. The FPS genre emerged as I was around 11 or 12 and it takes learning to move from the platformers of NES to where we are now. Kids today are immediately thrown into this genre and handle it much like I did with Mario Bros at age 8. My dad couldn't get past World 2 whereas I was blazing through with no problem. Today's generation will have an easier time mastering our current conventions and will soon begin expanding on them, making them more intricate and challenging, as they gain control of the market. I just know that by the time I'm 50 I will have very little ability to enjoy this hobby.
Default_picture
November 24, 2009
I guess we're in the same boat. I'm quite good at the Tekken series, but I totally suck at any Street Fighter game. I can't even beat SF IV on easy. It's quite a relief to know that I'm not the only oe who gave up on Ninja Gaiden after 1n hour or two. The genre that constantly mocks me though is the platformer. I haven't beaten any of the Super Mario games, I got stuck in Little Big Planet, and I can't get past a certain platforming stage in God of War. Shame. :'(
Default_picture
November 24, 2009
Play Team Fortress 2 then. Play as the engineer or Medic. There is enough for you to do without overload. Don't play Brutal Legend multiplayer though. That's like you falling into the hurt locker.
Redeye
November 24, 2009
Wow. I apparently have been front paged while I wasn't looking......*head explodes* Thanks everyone for the input. I really am floored that this article is getting so much sudden play so long after I posted it. Still I'm glad because I feel like it's a pretty big quandry in gaming. now to address specific points while i'm here. @chris I haven't tried championship mode mostly because it's intimidating as all get out. I don't want to try to succeed in online multiplayer anymore. I just want to play. I've even forced myself off of halo ranked matches because losing to some well oiled team because I don't have a group of friends to play with is too painful. As for using Dhalsim or Blanka in street fighter, I appreiate the suggestion but when it comes to fighting games I pick my character based off of liking them as much as liking their fighting style and I'm very partial to female characters and hate ugly things. I'm shallow I know. Pity me. @tom Jeebus I hope games don't swing so far into complicated territory that I can't play them because i'm too old. Even if they do i'm sure we'll still keep an old school gaming scene alive and get by. @Romel little big planet was just a level design mess in my opinion. Way too punative considering how floaty and finicky the jumps and background layer system was. Super mario is effing hard in the later levels and god of war lost me at the begining of the second one, but nearly lost me at the damn hell level in the first. I feel you on all fronts but I have more luck with platformers then you. It seems to me to be all about patience with mario. @Joe I mention team fortress 2 in my article, and that I play it on PC with a 360 controller. Do not misinterprit this as me playing passibly or average. I play it WELL on PC with a 360 controller. My main class is the pyro and I can torch with it. I'm usually not far from the top five of my team in a full game when i'm in a groove. I play a good medic and engie but I usually only do it when the team needs it because I got burned out on those classes after playing 40 or so hours of each. I've even started getting to be a pretty good soldier and have basic offensive rocket jumping down. I'm never going to be able to airshot or play sniper or spy but I've got it well handled when I bother to play. (got burned out and am taking a few months break from it to focus on coop games and single player RPGs)
Redeye
November 24, 2009
Oh and the obvious thank you to Shoe for taking the time to edit my tortured mess here for consumption by the masses. Seeing the things you changed also gave me some extra ideas for how to write things in the future. The only thing I would go back and reedit is I must have some kind of snarky mouse-over by line for every picture in an article I have. So for the kirby picture perhaps 'I am the consumer of worlds' Or the old classic 'om nom nom nom'. ^.^
Redeye
January 13, 2010
My first article to break 1000 views! Whoo! Goes to show what a front page will do for you even after you are off the actual front page. Hope it was actually worth reading, 1000ish people who bothered!

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