News for hackers. Stuff that matters.
Re:Why So Few Violent Games? by loup-vaillant on Wednesday July 02, 2014 @05:40PM (#7979937)
Interestingly, even extremely graphically violent games on the surface can be felt as non-violent in a competitive setting. I recall this "playing to win" essay, talking about Street Fighter. (If characters punching each other to unconsciousness is not violent, I don't know what is.)

In fighting games, competitive players tend to concentrate on the structure behind punches and suffering. They see a game of anticipation, dexterity, and timing. They talk about hit boxes, priorities, frame advantage… Those players would probably enjoy an abstract version of those fighting games.

Hmm… we could even test that: could we make a game that have a similar structure to Mortal Kombat, only it doesn't even look like 2 characters punching each other to death?

Re:Why So Few Violent Games? by wrthomps on Wednesday July 02, 2014 @06:23PM (#7980179)
Hi, fighting game player here. You're very right about the way we see the games: Ryu's Shoryuken isn't a stylish kung-fu uppercut, it's an attack that's invincible on startup and with a strong vertical hitbox, making it useful against jumping attacks and to beat careless attacks from the opponent, but which is easily punishable if blocked.

The essay you're referring to is written by a man named David Sirlin, and he runs a website where he talks about his ideas on game design[1]. He's perhaps most known in the community for helping to bring to light the concept of "yomi," (lit. "reading"), the process of taking actions specifically to get a grasp on your opponent's thought process and be able to predict it. To him, that's the one pure essence of fighting games (though this view is not universally held).

In fact, he's already done something like you describe. He designed a card game named, appropriately enough, Yomi[2], that attempts to bring the core of a fighting game into a card game format. Much like in fighting games, attacking beats throws, throws beat blocking, and blocking beats attacks. Hitting a player allows you to attempt to combo them, but the opponent can play cards (that may be bluffs) which can break the combo.

He did something similar with chess, calling it Chess 2, though it's much less popular than Yomi.

[1] http://www.sirlin.net

[2] http://en.wikipedia.org/wiki/Yomi_(card_game)

Re:Why So Few Violent Games? by cwyers on Wednesday July 02, 2014 @05:53PM (#7980009)
It's interesting that you bring up Mortal Kombat, which wasn't the first fighting game, or necessarily even the best fighting game, but it certainly was the one that looked the most like two characters punching each other to death.
Re:Why So Few Violent Games? by loup-vaillant on Wednesday July 02, 2014 @06:57PM (#7980367)
Actually, I choose to name that one precisely because of its violence. Hopefully helps make my point.

I would have liked to select another name for its underlying mechanics, but I'm not knowledgeable enough.

Re:Why So Few Violent Games? by hcarvalhoalves on Wednesday July 02, 2014 @06:33PM (#7980247)
If you abstract any game you'll end up with chess or something similar. Deep down all games are about luring the other player into doing something you expect. You are left with a decision tree.

That has a lot less appeal than fast paced, cool looking ninjas kicking each other - hence why video games are an art form and not just intellectual exercise.

Re:Why So Few Violent Games? by Qworg on Wednesday July 02, 2014 @11:39PM (#7981316)
Divekick is a game that doesn't necessarily take out the violence, but does pare the fighting game down to its barest essentials.

You only have two moves - jump and divekick.