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Re:I thought I made a hard game and then speedrunners destro... by noobermin on Monday July 01, 2019 @02:45PM (#20328423)
One of the things I bemoan is that game developers have embraced speedrun-type players in that it has influenced their game design which is evident in the most recent games: almost every game that is sold as a "hardcore" game involves essentially the ability to memorize and perform, skills which are okay but I don't particularly really enjoy. I painfully miss twitch games like quake that instead of pushing you to memorize and perform accurately, you instead had to react and improvise quickly and think on your feet.[0] It's a different set of skills that seems to have fallen out of favor as of late.

[0] To be clear, I'm talking about multiplayer as it's unpredictable.

Re:I thought I made a hard game and then speedrunners destro... by dkarl on Monday July 01, 2019 @03:00PM (#20328588)
I think it's always been like that in any game with predesigned layouts and enemy placement. I was still a kid (in the 1980s) when I figured out I was playing a fundamentally different game from the kids who really loved video games. I was thinking, "I need to get faster at making decisions and timing my actions so I can respond to what's on the next screen," and they were thinking, "Okay, the next screen has two goblins closing from the upper right corner and one goblin closing from the middle and a fireball from top to bottom after four seconds, and the exit door starts closed and opens or closes every three seconds, so I'll kill the closest goblin while I wait for the fireball and then hit the exit the third time it opens...."

I remember feeling guilty when I remembered what was on the next screen, because it felt like cheating. It kind of broke my heart when I realized that was the best way to get good and it was pointlessly stubborn for me to resist a technique that games were designed to cater to.

Re:I thought I made a hard game and then speedrunners destro... by Jach on Monday July 01, 2019 @03:40PM (#20328963)
It's not just games, it's life. But to take a non-video game, e.g. in hockey the better goalies aren't better because they have awesome reflexes or quick thinking, but primarily because they're better at predicting where the puck is going to be and positioning themselves accordingly. Same thing with gamers knowing "what's ahead", or "what's ahead with probability". Very few things are so random that "more accurately predicting the future" isn't the dominating strategy, with execution of the moment, while important, not being the primary factor.
Re:I thought I made a hard game and then speedrunners destro... by jacobolus on Monday July 01, 2019 @03:46PM (#20329041)
> Very few things are so random that "more accurately predicting the future" isn't the dominating strategy,

This is what is nice about research. Real problem solving matters.

But also what is frustrating about research: real problem solving is hard!

Re:I thought I made a hard game and then speedrunners destro... by maxerickson on Monday July 01, 2019 @09:34PM (#20331374)
I imagine the best goalies end up having great anticipation and also way above average reflexes. It's a really small group.
Re:I thought I made a hard game and then speedrunners destro... by noobermin on Monday July 01, 2019 @05:50PM (#20330096)
Well, now you're talking like me. People don't get it, but I try my darnedest to beat a boss/level in single player mode[0] on the first or as few tries as possible so I don't learn it too much, because it 1) breaks the illusion that it's a game (it hurts the "experience" for me if the superhero gets a second or third chance) and 2) I like being pushed to respond quickly rather than replaying a script, and I consider it an accomplishment to beat a screen of a platformer for example on the first try.

Another set of games my girlfriend recently turned me on to are rhythm games, particularly VOEZ[1]. Again, as I don't think I said in the first comment but said elsewhere, it's not like I don't like the "classical music" style and I'm all "jazz music," but my "jazz" style is definitely my default mode. If you asked me afterwards to remember the notes, I would be able to tell you the gist but I certainly don't remember details, a lot of it is focusing when it gets complicated and responding on beat. And, as I said above, my absolute favorite is playing a song for the first time and trying to get a good score, because I really have no idea what's coming and it pushes my "respond quickly" buttons.

[0] not that you don't learn quickly/during the fight without dying, and as many games often are, there is an obvious hint of what to hit, the rhythm to a boss, etc.

[1] https://en.wikipedia.org/wiki/Voez

Re:I thought I made a hard game and then speedrunners destro... by gagege on Monday July 01, 2019 @05:19PM (#20329874)
This is the exact reason I don't like most platformers. I never realized it before, but that must be why I gravitate toward procedural games, multiplayer, and rogue-likes.

I totally relate to that guilty feeling. I like having to think on my feet, and never saw the point in memorizing a sequence of controls. It's like it ceases to be a game at that point!

Re:I thought I made a hard game and then speedrunners destro... by ryandrake on Monday July 01, 2019 @06:24PM (#20330329)
Same thing with fighting games. I liked to play Mortal Kobmbat as a kid, and I always approached it as a game where you anticipate, react, and adapt to your opponent. When I got further into the “MK culture” and met much better players, one of them explained to me: “You’re going about it all wrong. Fighting games like MK and SF are about memorization and executing patterns, not about strategy.” The best players basically memorized the combos and could pull them off them consistently. Indeed, future fighting games made these combos explicitly part of the game mechanics. Just for fun I tried one of the latest Tekkens, and the entire game is memorization of button sequences and playback. Yawn
Re:I thought I made a hard game and then speedrunners destro... by greiskul on Monday July 01, 2019 @06:44PM (#20330460)
Well, the combos are a part of the game, and to be a top player you need to know how to execute your characters combos. But for real competition, (at least for SF, and smash bros, never watched competitive MK), it really comes down into anticipating, reacting, and adapting to your opponent. You need to know what options your opponent has available to them, what are they likely to do, and how to properly react. You do need to memorize the timings of attacks, but the game becomes sort of a fast paced unbalanced rock papers scissors. David Sirlin wrote lots of articles and even a book about competitive gaming in general, specially fighting games, explaining concepts like this.

It's just that some games have this strange curve in the learning curve, for instance Starcraft, where beginners think the game is all about strategy. But as you learn to play, you find out that it's more about macro, cause having more units normally beats any strategy. But then if both players have top notch macro, they have to begin doing tradeoffs in what they build, maybe cut some units to get a technology faster, or be greedier but more vulnerable for a while for a later payoff. In other words, the game becomes about strategy.

Re:I thought I made a hard game and then speedrunners destro... by gagege on Tuesday July 02, 2019 @01:17PM (#20337212)
That's probably most non-casual games, I suppose.
Re:I thought I made a hard game and then speedrunners destro... by silversconfused on Monday July 01, 2019 @05:43PM (#20330045)
My wife and I play two player house of the dead now and then. She memorizes levels, I skillshot. It's potent in combination. She gets the zombies I forget, and I get the ones she misses. Since it's always the same, it also doesn't get her too jumpy with anxiety. (We've gotten to the final boss on both saturn HOTD 1, and DC HOTD 2, never beaten the games though...)
Re:I thought I made a hard game and then speedrunners destro... by CannisterFlux on Tuesday July 02, 2019 @02:50AM (#20332768)
Off topic, but are you still playing Dreamcast HOTD 2? Did you keep a CR tube TV around for it? I still have a DC, HOTD2 and the lightguns, but they don't work with modern LCD TVs.
Re:I thought I made a hard game and then speedrunners destro... by silversconfused on Wednesday July 03, 2019 @12:52PM (#20346119)
Yes I keep a crt around for hotd and duck hunt. :) I intend to make a multi-system arcade cabinet some day to clean up the games area.
Re:I thought I made a hard game and then speedrunners destro... by CannisterFlux on Thursday July 04, 2019 @09:26AM (#20354395)
Ah well! I thought that there had been some new tech breakthrough :)
Re:I thought I made a hard game and then speedrunners destro... by lonelappde on Monday July 01, 2019 @03:22PM (#20328815)
I think you learned the wrong lesson. You shouldn't spoil your own fun because a bunch of savants can't see the forest for the trees. The secret of gaming is that the objective isn't to get the highest score / lowest time, it's to have fun playing.

wikipedia.org/wiki/Mornington_Crescent_(game)

Re:I thought I made a hard game and then speedrunners destro... by yread on Monday July 01, 2019 @05:59PM (#20330166)
Very nicely put. When I'm forced to use detailed knowledge from previous tries I always feel like back in civ 1 saving and loading until a trireme defended a city against a legion.
Re:I thought I made a hard game and then speedrunners destro... by skykooler on Monday July 01, 2019 @04:30PM (#20329427)
This is part of why I enjoy procedurally-generated games like Minecraft: you can learn how to do things in the game, but you can never memorize the game because it's different in every world.
Re:I thought I made a hard game and then speedrunners destro... by tialaramex on Monday July 01, 2019 @04:59PM (#20329694)
Challenge style modpacks tend to really bring this out.

My completion of Age of Engineering is this small countryside feeling open air base, Direwolf20 (famous YouTube Minecraft player) beat it with a space station. The only obvious commonalty is we both have huge floating energy spheres from Draconic Evolution which looks kinda out of place next to a greenhouse compared to inside a space station. "There's more than one way to do it" is a driving ethos in most of these packs.

For speedrunners though any sources of randomness are mostly just annoying. If it's 50 seconds faster to start on a hill, and your personal best is 40 seconds slower than the world record, you're not going to play runs where you didn't start on a hill. You're just going to reload.

Re:I thought I made a hard game and then speedrunners destro... by toast0 on Tuesday July 02, 2019 @01:24AM (#20332373)
This sounds like sightreading vs memorizing songs (musically or DDR-ish). There are some games where I just can't get past certain parts, because it's too fast to sightread, and I can't memorize the sequence (the Battlef*ing toads speeder level is a good example, especially with two people), but there are others that are hard to finish if I miss something, because I've played it so much I've lost the ability to sight read it (Contra and Life Force, mostly)
Re:I thought I made a hard game and then speedrunners destro... by asark on Monday July 01, 2019 @02:56PM (#20328544)
The couple times I've achieved "good enough to consistently piss people off" abilities in FPS games, it's mostly been through knowing levels very well, to include patterns of movement. Probably there's another level above that once you're in "pro" tier where improvisation becomes a big deal again, but "very good for an amateur" status is mostly memorization, in my experience.

I've seen the same thing in people I know who can pwn me at things like COD. It's 95+% knowing where to look and where to have your gun pointed no matter which part of the map you're on, so you can shoot before the pure-reflexes n00b even knows you're there.

Re:I thought I made a hard game and then speedrunners destro... by dkarl on Monday July 01, 2019 @03:54PM (#20329122)
Speaking of playing entirely different games, I found I could piss plenty of people off in COD just by using the tactics that worked best at my level of play (which was way below "very good for an amateur;" I was often sipping a beer while I played.) There are a lot of people out there who don't like being reminded that they aren't pros and can be beaten with tactics that don't work against pros. And I don't mean camping or grenade spamming, I mean stuff like using a shotgun on a map with lots of narrow hallways. I take it from the epithets people used to scream at me that pros don't use shotguns as their primary. It was like playing beer league softball and having people scream homophobic things at me about what does and doesn't work in major league baseball.
Re:I thought I made a hard game and then speedrunners destro... by floatingatoll on Monday July 01, 2019 @03:06PM (#20328653)
In TF2 this is where as a pyro I started firing flares at fully cloaked spies (who are inaudible and invisible) and they would burst into flame and become visible, because I’d learned to predict their positions and timings to a degree that exceeded their variability. Something something “know your enemy” applies, even when you have no ‘current’ information at all.
Re:I thought I made a hard game and then speedrunners destro... by Bokanovsky on Monday July 01, 2019 @03:13PM (#20328729)
I loved playing TF2 as a pyro. I used a similar technique of running around randomly jetting flames in certain places to find cloaked spies, but also flaming team-mates (as the flames wouldn't hurt them) to reveal spies in disguise.
Re:I thought I made a hard game and then speedrunners destro... by sjcoles on Monday July 01, 2019 @03:27PM (#20328856)
Gamesense is the word you're looking for.

CSGO is a fantastic example where someone with poor aiming skills but good gamesense (holding angles, using echo-location where you move your view to triangulate opponents based on how the sound moves and what type of footstep sounds are generated, timings, grenade throws, etc) can wreck opponents with poor gamesense and better aiming skills.

I have gotten reported for walling but people just need to realize how much damn noise they make.

Re:I thought I made a hard game and then speedrunners destro... by plausibilities on Monday July 01, 2019 @03:54PM (#20329113)
A sound card w/ decent surround sound features (Creative <3), noise cancelling headphones, and good map awareness & position play gave me a far higher KDA in CS 1.6 and Source than practicing with the AWP til my eyes and fingertips bled.

The Shift key became infinitely more useful once my ears acclimated to the setup change.

In many ways it's not so different than billiards/snooker/pool. Being a good shot-maker helps but just about all the consistently performing pros focus first and foremost on position-play and thinking several shots ahead.

Re:I thought I made a hard game and then speedrunners destro... by JakeTheAndroid on Monday July 01, 2019 @04:45PM (#20329560)
I find that open back headphones are better for this if you are in a relatively controlled environment without too much background noise. I can hear basically everything on the map with my sennheisers even compared to my friends who have the same closed backs pros use in tournaments (which they only do because they need full noise isolation for the competition).
Re:I thought I made a hard game and then speedrunners destro... by BigJono on Monday July 01, 2019 @06:20PM (#20330302)
I mean, to some extent maybe, but CS is still extremely reliant on twitch mechanics and reaction speed. To put it in perspective: I've put 650 hours into Rocket League and have hit the 99th percentile. I put 2000+ hours into League back in the day and hit the 99.9th percentile. I've put 1300 hours into CSGO (and probably hundreds more watching pro matches) and am still at the 50th percentile.

I'd say in most of my games I've got more playtime, trying various strategies, and learning from mistakes, than the other 9 people in the game put together. But at some point it all just comes down to who wins a trade, and I very rarely win them. Game's still fun though, somehow.

Re:I thought I made a hard game and then speedrunners destro... by cameronbrown on Monday July 01, 2019 @04:12PM (#20329251)
> I have gotten reported for walling but people just need to realize how much damn noise they make.

Always amusing when this happens.

I've noticed people who perform best are the ones who pick a strategy and stick with it rather than trying to get the glory.

Another thing is lower level players use nades poorly and are always caught off guard.

Re:I thought I made a hard game and then speedrunners destro... by ericmcer on Monday July 01, 2019 @03:23PM (#20328819)
Yeh in MOBAs it is totally this. Less reacting in 150ms to a visual queue. More I have been in this situation 100 times and expect character X to do Y right now. That’s why there is a whole psychology around moving in unpredictable manners at a certain level. Similar to the whole master swordsman fearing a novice more than another master.
Re:I thought I made a hard game and then speedrunners destro... by jdmichal on Monday July 01, 2019 @04:24PM (#20329371)
Same thing with poker. Someone who doesn't understand betting strategy and odds is more dangerous. It takes the game closer to the underlying luck line, because you can't effectively communicate with the other player in the normal ways. And that's a scary proposition, because you're relying on decision making to create an edge... The luck layer is the same for everyone.
Re:I thought I made a hard game and then speedrunners destro... by antisthenes on Monday July 01, 2019 @06:20PM (#20330301)
It is not the same in poker, because there is a very defined strategy for playing against people who don't understand strategy - and that is to play a tighter range and better hands.

It obviously doesn't eliminate luck; but the person who doesn't understand strategy isn't going to do well either.

Re:I thought I made a hard game and then speedrunners destro... by jdmichal on Monday July 01, 2019 @10:56PM (#20331774)
I feel like you think you're disagreeing with me, when in fact you are supporting my point. The game goes closer to the luck baseline, and you beat the luck baseline by playing tighter.

Also, that's all well and good for heads up play, but if you're at a full table, playing tighter for one person at the table is just going to see you winning a lot of nothing. (Players paying attention will just skip hands where you bite.)

Re:I thought I made a hard game and then speedrunners destro... by antisthenes on Monday July 01, 2019 @11:58PM (#20332013)
Come to think of it, it will be closer to the luck baseline, because the distribution of starting cards depends mostly on luck.
Re:I thought I made a hard game and then speedrunners destro... by hevi_jos on Monday July 01, 2019 @04:21PM (#20329344)
What makes you a master is the ability to predict everything before it happens fast and automatically.

A master swordman does not fear novices precisely because they know their movements before they do. They look at (imperceptible for amateurs) body language hints and know exactly what you are going to do before you do it.

In reality there are physics constraints. Before you do a movement, you need to put weight in some part of the body, tense a muscle....e.g it is impossible to jump without a specific movement of going down and preloading.

Not only that , they know exactly what is the best response to it to neutralize whatever comes to them.

Re:I thought I made a hard game and then speedrunners destro... by Nadya on Monday July 01, 2019 @04:25PM (#20329382)
It's a take from Mark Twain.

>"But don't you know, there are some things that can beat smartness and foresight? Awkwardness and stupidity can. The best swordsman in the world doesn't need to fear the second best swordsman in the world; no, the person for him to be afraid of is some ignorant antagonist who has never had a sword in his hand before; he doesn't do the thing he ought to do, and so the expert isn't prepared for him; he does the thing he ought not to do: and often it catches the expert out and ends him on the spot."

I played SSBB (Super Smash Bros. Brawl) competitively. I'd occasionally drop games to the worst players because they would choose one of several of the worst possible options available to them at any given time. I keep expecting them to react the "proper" way and so it would throw off my reads. Thankfully sets are best of 3.

SSBB is a game entirely based on reads due to the characteristic lack of combos and "neutral position" being popular since there aren't many scenarios where you can build momentum in a favored position (unlike the more popular SSBM (Super Smash Bros. Melee) which has combos that allow you to create favored positions to keep momentum.

Re:I thought I made a hard game and then speedrunners destro... by asark on Monday July 01, 2019 @04:38PM (#20329503)
Similarly, I've observed that opponents who are too bad can really annoy players of both gambling and parlour-style card games. Their ideal opponent plays "correctly", but poorly.
Re:I thought I made a hard game and then speedrunners destro... by TheAceOfHearts on Wednesday July 03, 2019 @02:41AM (#20342141)
Tangentially related: "How Rangchu Did The Impossible With One of Tekken's Worst Characters" [0]. This guy beat the greatest Tekken players in the world with panda, which had previously been considered one of the weakest characters in the game.

[0] https://www.youtube.com/watch?v=xHz2vDQ2m8E&

Re:I thought I made a hard game and then speedrunners destro... by derefr on Monday July 01, 2019 @04:18PM (#20329316)
I’ve always thought that multiplayer games could be improved by essentially giving every player a bot “layer” their actions are relayed through; a bot which perfectly does everything that can be done through rote memorization (pathing, rough aiming based on prediction with incomplete knowledge), leaving the players to compete solely on the things humans are uniquely good at.

(I’m not suggesting aimbots, mind you; the bot layer wouldn’t have more complete information to base its decisions on than the player does.)

Re:I thought I made a hard game and then speedrunners destro... by AgentME on Monday July 01, 2019 @05:13PM (#20329815)
I think this is part of why I love games that have a constant stream of user-made levels. Many of my favorite experiences in Halo are when I'm playing a match on a Forge (user-created) level that no one in the match has seen before and I'm trying to adapt to it faster than the enemies. Super Mario Maker (which just had a release on the Switch!) is similarly good since it gives you a constant stream of new levels.
Re:I thought I made a hard game and then speedrunners destro... by AgentME on Monday July 01, 2019 @07:38PM (#20330799)
Ugh, I replied to the wrong post here, and I'm past the edit/delete period.
Re:I thought I made a hard game and then speedrunners destro... by pazimzadeh on Monday July 01, 2019 @03:41PM (#20328972)
I totally agree. Here's one of my favorite essays on this phenomenon: "On the Marionette Theatre" https://southerncrossreview.org/9/kleist.htm.
Re:I thought I made a hard game and then speedrunners destro... by asark on Monday July 01, 2019 @04:03PM (#20329191)
That was an excellent read. Thank you for posting it.
Re:I thought I made a hard game and then speedrunners destro... by noobermin on Monday July 01, 2019 @04:47PM (#20329580)
I don't want to pretend quake or other games I like don't have that, for example dueling in quake required memorization of maps and such, it's closer to a spectrum (or a linear combination of the skills) but the speedrun type of games, especially skill platformers like Celeste for example really lean heavily on the other aspect of play. Others have pointed out other games like fortnite have this more improvision emphasis which I didn't know because I haven't played it, so may be it isn't as bad as I feel it is as of late, I might just not be playing the right games.
Re:I thought I made a hard game and then speedrunners destro... by jldugger on Monday July 01, 2019 @04:16PM (#20329297)
I used to play CS in the dorms, and my roommate had a friend who attended the competing flagship school. Guy was pretty damn good, and playing against him kinda leveled me up. Started learning where people tend to hide, what cover can be shot through, etc. In retrospect I shouldn't really have been surprised that he was cheating.
Re:I thought I made a hard game and then speedrunners destro... by mmanfrin on Monday July 01, 2019 @02:51PM (#20328482)
> I painfully miss twitch games like quake that instead of pushing you to memorize and perform accurately, you instead had to react and improvise quickly and think on your feet.[0] It's a different set of skills that seems to have fallen out of favor as of late.

What? Two of the top four~ most played games on earth right now are battle royales.

Re:I thought I made a hard game and then speedrunners destro... by Jach on Monday July 01, 2019 @03:22PM (#20328810)
Battle royales aren't arena shooters like Quake.
Re:I thought I made a hard game and then speedrunners destro... by Mirioron on Monday July 01, 2019 @03:26PM (#20328846)
But they very much are games that require thinking on your feet.
Re:I thought I made a hard game and then speedrunners destro... by pixelrevision on Monday July 01, 2019 @03:52PM (#20329100)
Hiding can be a good strategy too :p
Re:I thought I made a hard game and then speedrunners destro... by ihuman on Monday July 01, 2019 @03:31PM (#20328884)
Battle Royals make you react and improvise quickly and think on your feet, instead of pushing you to memorize and perform accurately.
Re:I thought I made a hard game and then speedrunners destro... by alexrage on Monday July 01, 2019 @02:48PM (#20328456)
Despite the press of the young player-base, Fortnite fills what you describe for me. The building mechanic creates so much opportunity for think-fast, improvise, and outsmart your opponent moments. Plus, playing solo means you don't have to interact with anyone if you don't want to.
Re:I thought I made a hard game and then speedrunners destro... by Sohcahtoa82 on Monday July 01, 2019 @02:55PM (#20328536)
> The building mechanic creates so much opportunity for think-fast, improvise, and outsmart your opponent moments.

Yeah, I try to snipe someone, and they respond by building a 5-star hotel with WiFi.

Re:I thought I made a hard game and then speedrunners destro... by timje1 on Tuesday July 02, 2019 @06:47AM (#20333833)
Apex Legends is good for improvisational gameplay that doesn't involve memorising building patterns. Also it's free!

The tactical opportunities in a fight that are available to a team with a gibraltar and pathfinder vs a gibraltar and pathfinder.. huge. Where does the shield go? Is claiming the high ground worth exposing yourself to the airstrike?

Re:I thought I made a hard game and then speedrunners destro... by frou_dh on Monday July 01, 2019 @02:54PM (#20328521)
There was a fairly fundamental aspect of having to practice engine exploits in the Quake games: strafe-jumping. https://quake.fandom.com/wiki/Bunny_Hopping

If you just moved around using the obvious controls then you would generally get destroyed by opponents who had mastered that unintuitive way to move fast.

Re:I thought I made a hard game and then speedrunners destro... by ufo on Monday July 01, 2019 @03:04PM (#20328636)
I suspect that you might enjoy games with procedurally-generated levels, like the various roguelike games out there. Have you ever played Spelunky?
Re:I thought I made a hard game and then speedrunners destro... by IggleSniggle on Monday July 01, 2019 @03:27PM (#20328853)
I highly agree with Spelunky as a recommendation based on initiating comment.
Re:I thought I made a hard game and then speedrunners destro... by on_and_off on Monday July 01, 2019 @05:02PM (#20329718)
I don't know .. often different people or different skill levels will solve hard games differently.

I love Hollow Knight to bits.

It is one of these "hard but fair" games. My first playthrough 1 year or 2 ago has seen me die a lot of times. And it was indeed because I needed to learn how each boss (there are so many of them .. maybe 30 or 40 ?? ) moves and react accordingly. I quickly started to see it as a dance or a dialogue with the boss though. You have a limited but versatile skill set at your disposal, so for each boss, I had to think about how to adequately counter a move.

The end result is a beautiful dance of action and counter reactions.

I had a second play through a couple of months ago. Since then, the devs have made the game change A LOT. Some bosses had their entire move set rewritten. New areas were added, etc.

So I was not playing on memory.

I had still acquired a wealth of knowledge on how to control that little bug, even with its limited initial toolset.

So I beat most of the game without dying just by reacting quickly to whatever it threw at me, it was an awesome experience.

Re:I thought I made a hard game and then speedrunners destro... by noobermin on Monday July 01, 2019 @05:28PM (#20329930)
Don't get me wrong, I'm not all jazz and no classical music. I love Hollow Knight actually, it's easily to me one of the best games I've played in years. I do admit it depends, I do tend to lean more on the jazz parts of my brain, even with games like Hollow Knight, especially during boss battles.
Re:I thought I made a hard game and then speedrunners destro... by bscphil on Monday July 01, 2019 @03:10PM (#20328704)
I think you're on to something that bothers me a little too. Games like Celeste are certainly playable as an ordinary gamer who doesn't want to practice and memorize precise inputs, but it's a popular game to speedrun because the collision detection in the game is complete trash. You can jump straight through some obstacles, get additional dashes, etc. that the developers didn't originally intend.

There's something un-fun to me that is hard to explain about all this. I don't like spending hours retrying a single challenge when I know there's a super precise series of inputs elite players or a TAS could use to get through in 5 seconds. I realize that's a very subjective thing and this is still fun to some players.

I've moved to playing mostly puzzle games like The Witness, puzzle platformers like Braid, and challenging "simple" platformers like VVVVVV. What I like about VVVVVV is that the inputs are incredibly easy to learn. You will die a lot, and there are people who can make it through the whole game in deathless mode, but I'm okay with that because it just means I need to get better at the game, not get better at memorizing a precise series of inputs and strategies.

Re:I thought I made a hard game and then speedrunners destro... by rcthompson on Monday July 01, 2019 @03:29PM (#20328865)
The thing about Celeste is that it's essentially two games in one. The first game is when you play it with only the abilities explicitly taught by the game up to that point (for most of the game, just jump, climb, and dash), and the second is when you go back and replay it from the beginning, having learned about wallbounces and hyper dashes and such. The level layouts of the "second game" are all identical to the first, of course, but the traversal becomes completely different with the mobility allowed by these newly-learned moves. (More recently, you could argue a third game has developed around un-taught and unintended tech like ultra dashes and demodashes, but you get the idea.)

But at least for me, the existence of this second game (and third) does not in any way detract from the quality or enjoyability of the first one. The speedrunners are basically playing a different game, and unlike most other video games, in Celeste this is by design.

Re:I thought I made a hard game and then speedrunners destro... by bscphil on Monday July 01, 2019 @09:09PM (#20331242)
> un-taught and unintended tech like ultra dashes and demodashes

These are the things I had in mind. It's quite astonishing to see a TAS or even some runners skip straight through an obstacle or jump off of a spike.

Re:I thought I made a hard game and then speedrunners destro... by rcthompson on Tuesday July 02, 2019 @12:25AM (#20332122)
I guess I don't understand how it takes away from the casual experience when challenges in a game can be skipped through strategies that you would never even think of in a casual playthrough. Does the existence of a 17:01 world record for Ocarina of Time Any% that skips 95% of the game via a wrong warp make the game not worth playing casually?
Re:I thought I made a hard game and then speedrunners destro... by TulliusCicero on Monday July 01, 2019 @03:14PM (#20328734)
It's seems odd to be bothered by knowing someone out there is tremendously better at a game than you are. Whenever I play tennis, I'm aware that my skills are laughably bad compared to even a mediocre pro, but who cares?
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Re:I thought I made a hard game and then speedrunners destro... by X6S1x6Okd1st on Monday July 01, 2019 @03:46PM (#20329037)
Seems unrelated.
Re:I thought I made a hard game and then speedrunners destro... by steveklabnik on Monday July 01, 2019 @06:29PM (#20330363)
Celeste fan and speedrunner of it here.

> You can jump straight through some obstacles, get additional dashes, etc. that the developers didn't originally intend.

Most of these techniques were intended; the game was designed to have them in. The game actually teaches you most of this tech extremely late in the game. It's a replay-ability thing. There's an extremely good talk at GDC a few years back about Celeste level design, incidentally...

There have been a few situations where runners did find an actual glitch, and the devs patched them out, because they weren't intended. There have also been one or two where they've left it in, because it's healthy for the running community overall.

I haven't played much VVVVVVV, but isn't it basically the same as celeste? Or is it Celeste's lack of randomness that makes it worse for you; I thought VVVVVV didn't have any randomness either, but it's been a few years.

Re:I thought I made a hard game and then speedrunners destro... by bscphil on Monday July 01, 2019 @09:27PM (#20331325)
> Most of these techniques were intended; the game was designed to have them in.

As another reply reminded me, I'm thinking of stuff like demodashes that definitely weren't intended. In any case, the comment I'm replying to is also criticizing design styles that benefit speedrunners over the average player, so my comment is kind of a reaction to that.

> I haven't played much VVVVVVV, but isn't it basically the same as celeste?

The difference with VVVVVV is that the controls are simple, instead of having runner-friendly combos that get extremely long or involve glitches. The game is played with arrow keys: up / down flip the direction of gravity, and left / right move the player character at a constant speed to the left or right. That's all there is to the controls. Similarly, Super Hexagon has exactly two inputs: left and right, which move an arrow around in a circle.

In contrast, games like Celeste put an enormous amount of complexity behind input combos. The air dash mechanic alone took me hours to learn with any precision. The complaint I have (and maybe the parent comment too) is that as a casual player it's hard to shake the feeling that these games were designed for someone who has a lot more time to train finger memory on a bunch of precise input combinations than you do.

So it's not the existence of speedrunning that bothers me (I watch a bunch of GDQ, actually), it's the experience of playing games that are easy to exploit and "beat" if you have time to practice frame-perfect inputs, but aren't so rewarding casually. As I said in my comment you replied to, I realize this is all very subjective and probably won't bother most people (and I actually, I like Celeste quite a lot). But it's also the reason I find games like Smash very frustrating as a casual.

Re:I thought I made a hard game and then speedrunners destro... by rcthompson on Tuesday July 02, 2019 @12:05AM (#20332052)
Input combos? I'd definitely call things like extended hypers and wallbounces input combos, but for the basic air dash, I guess I don't consider pressing 2 buttons at the same time (dash + direction) to be worthy of calling a "combo". By that standard, jumping left/right or climbing up/down are also input combos.

On the other hand, though, I've seen friends of mine who are less experienced with video game controls struggle with all of the above actions. I could watch my friend manipulate the controller and see that she was only able to handle one button input at a time, so for example in order to jump right, she had to break it down into the discrete actions of: hold down the right button, hold down the jump button, release the jump button, release the right button, with maybe half a second to a full second in between each action. So for this friend, pressing any two buttons at the same time clearly was an "input combo" that was a challenge to execute.

The interesting thing to me is that in my mind, the basic controls of Celeste feel very simple: it's "only" run, jump climb, dash (until 7B and 8C teach you wallbounces and hypers). But all of those basic actions have so many subtleties. For example, jumps can also be wall jumps, and there are even two kinds of wall jumps: straight up the wall if you hold climb, which consumes climbing stamina, or away from the wall if you don't hold climb, which doesn't consume stamina (not counting the other wall jump type, neutral wall jumps, since those aren't taught or required to complete the game). Somehow all of this complexity felt very intuitive to me, even at the beginning when I still hadn't learned to execute it all consistently. So I never felt during my first playthrough that Celeste was somehow catering to speedrunners at the expense of the casual experience. In fact, my impression was that Celeste does a very good job of providing the smoothest possible ramp up from casual play to speedrunning.

Anyway, if there's a point to this meandering comment, it's that variation in the way that people perceive the complexity of video game controls is very interesting. The same friend I mentioned above, who had trouble stringing together two inputs in Celeste, can give me a run for my money in Mario Kart, managing steering, mini turbos, and using items all at once.

Re:I thought I made a hard game and then speedrunners destro... by steveklabnik on Monday July 01, 2019 @10:06PM (#20331525)
Gotcha, thanks! Yeah, I was thinking you were talking about stuff like wall bounces and extended hypers; most people that don’t get to the C sides assume they’re unintentional. My bad!

I find Smash difficult too. Wave dash in Celeste? I’ll do it all day. In smash? Dunno, just doesn’t work. Humans are funny :)

Re:I thought I made a hard game and then speedrunners destro... by badamp on Monday July 01, 2019 @03:50PM (#20329086)
> need to get better at the game, not get better at memorizing a precise series of inputs and strategies.

Seriously though, what does this even mean? I love platformers, but strategy and muscle memory pretty much sums up most action oriented games.

Re:I thought I made a hard game and then speedrunners destro... by lonelappde on Monday July 01, 2019 @03:15PM (#20328746)
Why does the existence of speedrunners playing differently ruin the fun for you? Why sabotage yourself by setting unfun time limit challenges for yourself?

I will never be a chess grandmaster. That doesn't make chess unfun.

Re:I thought I made a hard game and then speedrunners destro... by everyone on Monday July 01, 2019 @02:52PM (#20328492)
"react and improvise quickly and think on your feet"

You might like my game. Bomberman meets RTS. https://youtu.be/Zr0A8VcBnYk

Re:I thought I made a hard game and then speedrunners destro... by yellowapple on Monday July 01, 2019 @03:43PM (#20328998)
You'd probably like DUSK, which is on sale right now on Steam (not that it was outrageously priced to begin with) and looks and feels like a classic twitch FPS (the devs also have another game called Amid Evil, which seems to do away with the 90's FPS aesthetic and go with a more magical setting, but otherwise keeps the same sort of gameplay). I haven't tried DUSK's multiplayer yet, but the singleplayer modes are great.
Re:I thought I made a hard game and then speedrunners destro... by opportune on Monday July 01, 2019 @05:40PM (#20330018)
I play a lot of Paradox games these days and they are exactly the opposite of games meant to be speedrun. They are meant to be played at exactly your own pace and are much more skill (strategy) based than memorizing specific sequences of actions.

I think what you say is probably true of most platformers and other games like Sekiro (a successor to dark souls which was one of the original non-platformer games like this) but definitely not all games.

Re:I thought I made a hard game and then speedrunners destro... by ricree on Monday July 01, 2019 @06:23PM (#20330318)
> I play a lot of Paradox games these days and they are exactly the opposite of games meant to be speedrun. They are meant to be played at exactly your own pace and are much more skill (strategy) based than memorizing specific sequences of actions.

It depends on the exact context and goal. To an extent, I would consider "map painting" the equivalent of a speedrun. It's usually measured in elapsed game time rather than play time, but there's a similar effect.

Especially with some of the more difficult OPMs, there can certainly be an element of memorization and optimizing starts. This falls off as the game goes further, but it definitely can be present. I recall some years back reading an EU3 byzantine guide that described many of the nations as being every bit as much puzzle game as strategy, where figuring out the tricks and traps of the opening years can mean the difference between a thriving growth and early defeat.

Not that anyone ever has to play the games that way, but that's true of everything that gets put through a traditional speedrun as well.

Re:I thought I made a hard game and then speedrunners destro... by opportune on Monday July 01, 2019 @06:29PM (#20330364)
I guess I don't consider it the same, unless we are considering speedrunning == mastery. I really appreciate those games for the sense of mastery you can get while also playing at your own pace. You don't need to memorize things like how to start as a difficult OPM once you have enough experience in the game, unless you need full optimality.
Re:I thought I made a hard game and then speedrunners destro... by cwkoss on Monday July 01, 2019 @06:21PM (#20330305)
I would suspect that it is harder to train reaction time than 'memorization' type skills. If this is the case, and gamers tend to gravitate towards games they are good at/getting better at, we would expect there is a lower demand capacity for reaction games than memorization games, because a smaller proportion of the population is capable of 'playing well'.
Re:I thought I made a hard game and then speedrunners destro... by pvg on Monday July 01, 2019 @07:49PM (#20330859)
that instead of pushing you to memorize and perform accurately

What recent games are you thinking of?

Competitive Quake players knew the maps down to the pixel, along with the location and respawn times of every resource. Lots of modern 'hardcore' platformers have randomization and don't depend on pure memorization.

Re:I thought I made a hard game and then speedrunners destro... by ars on Monday July 01, 2019 @03:35PM (#20328918)
> involves essentially the ability to memorize and perform

I call those "do over games", because you have to just do them over and over and over in order to win.

I don't find them fun.