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DeLamar.J
11-Dec-2003, 07:58 PM
Playing to win is the most important and most widely misunderstood concept in all of competitive games. The sad irony is that those who do not already understand the implications I’m about to spell out will probably not believe them to be true at all. In fact, if I were to send this article back in time to my earlier self, even I would not believe it. Apparently, these concepts are something one must come to learn through experience, though I hope at least some of you will take my word for it.

Introducing...the Scrub

In the world of Street Fighter competition, we have a word for players who aren’t good: “scrub.” Now, everyone begins as a scrub—it takes time to learn the game to get to a point where you know what you’re doing. There is the mistaken notion, though, that by merely continuing to play or “learn” the game, that one can become a top player. In reality, the “scrub” has many more mental obstacles to overcome than anything actually going on during the game. The scrub has lost the game even before it starts. He’s lost the game before he’s chosen his character. He’s lost the game even before the decision of which game is to be played has been made. His problem? He does not play to win.

The scrub would take great issue with this statement for he usually believes that he is playing to win, but he is bound up by an intricate construct of fictitious rules that prevent him from ever truly competing. These made up rules vary from game to game, of course, but their character remains constant. In Street Fighter, for example, the scrub labels a wide variety of tactics and situations “cheap.” So-called “cheapness” is truly the mantra of the scrub. Performing a throw on someone often called cheap. A throw is a special kind of move that grabs an opponent and damages him, even when the opponent is defending against all other kinds of attacks. The entire purpose of the throw is to be able to damage an opponent who sits and blocks and doesn’t attack. As far as the game is concerned, throwing is an integral part of the design—it’s meant to be there—yet the scrub has constructed his own set of principles in his mind that state he should be totally impervious to all attacks while blocking. The scrub thinks of blocking as a kind of magic shield which will protect him indefinitely. Why? Exploring the reasoning is futile since the notion is ridiculous from the start.

You’re not going to see a classic scrub throw his opponent 5 times in a row. But why not? What if doing so is strategically the sequence of moves that optimize his chances of winning? Here we’ve encountered our first clash: the scrub is only willing to play to win within his own made-up mental set of rules. These rules can be staggeringly arbitrary. If you beat a scrub by throwing projectile attacks at him, keeping your distance and preventing him from getting near you…that’s cheap. If you throw him repeatedly, that’s cheap, too. We’ve covered that one. If you sit in block for 50 seconds doing no moves, that’s cheap. Nearly anything you do that ends up making you win is a prime candidate for being called cheap.

Doing one move or sequence over and over and over is another great way to get called cheap. This goes right to the heart of the matter: why can the scrub not defeat something so obvious and telegraphed as a single move done over and over? Is he such a poor player that he can’t counter that move? And if the move is, for whatever reason, extremely difficult to counter, then wouldn’t I be a fool for not using that move? The first step in becoming a top player is the realization that playing to win means doing whatever most increases your chances of winning. The game knows no rules of “honor” or of “cheapness.” The game only knows winning and losing.

A common call of the scrub is to cry that the kind of play in which ones tries to win at all costs is “boring” or “not fun.” Let’s consider two groups of players: a group of good players and a group of scrubs. The scrubs will play “for fun” and not explore the extremities of the game. They won’t find the most effective tactics and abuse them mercilessly. The good players will. The good players will find incredibly overpowering tactics and patterns. As they play the game more, they’ll be forced to find counters to those tactics. The vast majority of tactics that at first appear unbeatable end up having counters, though they are often quite esoteric and difficult to discover. The counter tactic prevents the first player from doing the tactic, but the first player can then use a counter to the counter. The second player is now afraid to use his counter and he’s again vulnerable to the original overpowering tactic.

Notice that the good players are reaching higher and higher levels of play. They found the “cheap stuff” and abused it. They know how to stop the cheap stuff. They know how to stop the other guy from stopping it so they can keep doing it. And as is quite common in competitive games, many new tactics will later be discovered that make the original cheap tactic look wholesome and fair. Often in fighting games, one character will have something so good it’s unfair. Fine, let him have that. As time goes on, it will be discovered that other characters have even more powerful and unfair tactics. Each player will attempt to steer the game in the direction of his own advantages, much how grandmaster chess players attempt to steer opponents into situations in which their opponents are weak.

Let’s return to the group of scrubs. They don’t know the first


Historical Scrubs: The British Redcoats. The ultimate example of being too bound up by rules to actually fight. They fought "honorably" by marching into gunfire.
thing about all the depth I’ve been talking about. Their argument is basically that ignorantly mashing buttons with little regard to actual strategy is more “fun.” Superficially, their argument does at least look true, since often their games will be more “wet and wild” than games between the experts, which are usually more controlled and refined. But any close examination will reveal that the experts are having a great deal of fun on a higher level than the scrub can even imagine. Throwing together some circus act of a win isn’t nearly as satisfying as reading your opponent’s mind to such a degree that you can counter his ever move, even his every counter.

Can you imagine what will happen when the two groups of players meet? The experts will absolutely destroy the scrubs with any number of tactics they’ve either never seen, or never been truly forced to counter. This is because the scrubs have not been playing the same game. The experts were playing the actual game while the scrubs were playing their own homemade variant with restricting, unwritten rules.

The scrub has still more crutches. He talks a great deal about “skill” and how he has skill whereas other players—very much including the ones who beat him flat out—do not have skill. The confusion here is what “skill” actually is. In Street Fighter, scrubs often cling to combos as a measure of skill. A combo is sequence of moves that are unblockable if the first move hits. Combos can be very elaborate and very difficult to pull off. But single moves can also take “skill,” according to the scrub. The “dragon punch” or “uppercut” in Street Fighter is performed by holding the joystick toward the opponent, then down, then diagonally down and toward as the player presses a punch button. This movement must be completed within a fraction of a second, and though there is leeway, it must be executed fairly accurately. Ask any scrub and they will tell you that a dragon punch is a “skill move.” Just last week I played a scrub who was actually quite good. That is, he knew the rules of the game well, he knew the character matchups well, and he knew what to do in most situations. But his web of mental rules kept him from truly playing to win. He cried cheap as I beat him with “no skill moves” while he performed many difficult dragon punches. He cried cheap when I threw him 5 times in a row asking, “is that all you know how to do? throw?” I gave him the best advice he could ever hear. I told him, “Play to win, not to do ‘difficult moves.’” This was a big moment in that scrub’s life. He could either write his losses off and continue living in his mental prison, or analyze why he lost, shed his rules, and reach the next level of play.

I’ve never been to a tournament where there was a prize for the winner and another prize for the player who did many difficult moves. I’ve also never seen a prize for a player who played “in an innovative way.” Many scrubs have strong ties to “innovation.” They say “that guy didn’t do anything new, so he is no good.” Or “person x invented that technique and person y just stole it.” Well, person y might be 100 times better than person x, but that doesn’t seem to matter. When person y wins the tournament and person x is a forgotten footnote, what will the scrub say? That person y has “no skill” of course.

Depth in Games

I’ve talked about how the expert player is not bound by rules of
“honor” or “cheapness” and simply plays to maximize his chances of winning. When he plays against other such players, “game theory” emerges. If the game is a good one, it will become deeper and deeper and more strategic. Poorly designed games will become shallower and shallower. This is the difference between an arcade game that lasts years in an arcade versus one that lasts 4 months. This is the difference between a PC game that lasts years on the shelves (Starcraft) versus one that quickly becomes boring (I won’t name any names). The point is that if a game becomes “no fun” at high levels of play, then it’s the game’s fault, not the player’s. Unfortunately, a game becoming less fun because it’s poorly designed and you just losing because you’re a scrub kind of look alike. You’ll have to play some top players and do some soul searching to decide which is which. But if it really is the game’s fault, there are plenty of other games that are excellent at a high level of play. For games that truly aren’t good at a high level, the only winning move is not to play.

Boundaries of Playing to Win

There is a gray area here I feel I should point out. If an expert does anything he can to win, then does he exploit bugs in the game? The answer is a resounding yes…but not all bugs. There is a large class of bugs in video games that players don’t even view as bugs. In Marvel vs. Capcom 2, for example, Iceman can launch his opponent into the air, follow him, do a few hits, then combo into his super move. During the super move he falls down below his opponent, so only about half of his super will connect. The Iceman player can use a trick, though. Just before doing the super, he can do another move, an icebeam, and cancel that move into the super. There’s a bug here which causes iceman to fall, during his super, at the much slower rate of his icebeam. The player actually cancels the icebeam as soon as possible—optimally as soon as 1/60th of a second after it begins. The whole point is to make iceman fall slower during his super so he gets more hits. Is it a bug? I’m sure it is. It looks like a programming oversight to me. Would an expert player use this? Of course.

The iceman example is relatively tame. In Street Fighter Alpha2, there’s a bug in which you can land the most powerful move in the game (a Custom Combo or “CC”) on the opponent, even when he should be able to block it. A bug? Yes. Does it help you win? Yes. This technique became the dominant tactic of the game. The gameplay evolved around this, play went on, new strategies were developed. Those who cried cheap were simply left behind to play their own homemade version of the game with made-up rules. The one we all played had unblockable CCs, and it went on to be a great game.

But there is a limit. There is a point when the bug becomes too much. In tournaments, bugs that turn the game off, or freeze it indefinitely, or remove one of the characters from the playfield permanently are banned. Bugs so extreme that they stop gameplay are considered unfair even by non-scrubs. As are techniques that can only be performed on, say, the one player side of the game. There are a few esoteric tricks in various fighting games that are side dependant—that can’t be performed on the 2nd player side, for example.

Here’s an example of the grayest area of all. Many versions of Street Fighter have “secret characters” that are only accessible through a code. Sometimes these characters are good, sometimes they’re not. Occasionally, the secret characters are the best in the game, as in Marvel vs. Capcom. Big deal. That’s the way that game is. Live with it. But the first version of Street Fighter to ever have a secret character was Super Turbo Street Fighter with its untouchably good Akuma. Most characters in that game cannot beat Akuma. I don’t mean it’s a tough match—I mean they cannot ever, ever, ever, ever win. Akuma is “broken” in that his air fireball move is something the game simply wasn’t designed to handle. He’s miles above the other characters, and is therefore banned in all tournaments. But every game has a “best character” and those characters are never banned. They’re just part of the game…except in Super Turbo. It’s extreme examples like this that even amongst the top players, and even something that isn’t a bug, but was put in on purpose by the game designers, the community as a whole has unanimously decided to make the rule: “don’t play Akuma in serious matches.”

I’ve been talking down to the scrub a lot in this article. I’d like to say for the record that I’m not calling the scrub stupid. I’m not saying he can never improve. I am saying that he’s naïve and that he’ll be trapped in scrubdom, whether he realizes it or not, as long as he chooses to live in the mental construct of rules he himself constructed. Is it harsh to call scrubs naïve? After all, the vast majority of the world is scrubs. I’d say by the definition I’ve classified 99.9% of the world’s population as scrubs. Seriously. All that means is that 99.9% of the world doesn’t know what it’s like to play competitive games on a high level. It means that they are naïve of these concepts. I really have no trouble saying that since we’re talking about esoteric, experience-driven knowledge here. I also know that 99.9% of the world (including me) doesn’t know how the citric acid cycle and cellular respiration create 38 ATP molecules per cycle. It’s an esoteric thing of which I am unaware, just as many are unaware of competitive games.

In the end, playing to win ends up accomplishing much more than just winning. Playing to win is how one improves. Continuous self-improvement is what all of this is really about, anyway. I submit that ultimate goal of the “playing to win” mindset is ironically not just to win…but to improve. So practice, improve, play with discipline, and play to win.

Terry Matthes
11-Dec-2003, 08:44 PM
Hi. I have played games proffestionaly. By proffesionally I mean the following . . .

Number 1) I got paid to play. I received cheques in the mail and or insentives to play. Insentives included: new computer parts, equipment, ect.

Number 2) My team was sponsored. We had all our internet servers paid for by a company who inturn we promoted products for.

Number 3) I was both provincialy and co-nationaly sponsored into tournaments where my entry fees, accomidations and (part of) travel were full compensated. I would have had all travel compensated had I lived in the US.

The only time you should play to win is in ranked competition.Playing to win is not how to play. Playing to win makes you rigid. I play to learn. Someone who is playing to win will be far less likley to experiment with techniques and differnt moves. Exploiting bugs is also illegal in any legitamate tournament (move cancels are not bugs btw). The only reason people seem to think it's ok is because they don't get fixed as fast as say a computer game with the same problem. With a computer game the developer can realease a game fix which is avaliable world wide. For an arcade manufacturer to realease a game fix they must ship new main boards for their machines, which is incredbly expensive.

The thing is that no one ever stops being a scrub. Your a scrub, I'm a scrub, the idea is that there is still so much more to learn. Scrub is a realative term. If I am playing with group X friends who aren't very good, to me they are all scrubs. If I am playing with group Y who are all better than me I am the scrub. The thing to remember is that everyone plays to learn, and if your always winning against obviously less skilled players you're whats called a "weasel". Weasels are people who are at the top of their bracket but refuse to seek out better competition. Sure new people take offense easier then seasoned players, but everyone was and still is to some extent new to the game. More experienced players have a responsibilty to educate and inform "scrubs" of how to do better.

Most if not 70% of seasoned players drop the ball though. Right away they take up the "I kicked your ass attitude" instead of letting the other player know how they got beat and what they can do to prevent it. This is all because most senior players are afraid of loosing (hence why "play to win" is a crappy attitude in most situations). If most vetran players weren't so scarred of loosing their egotistical spot in the heirarchy of gaming, they would be far more open to share opinions, ideas and tactics. I played because I liked competition not winning. If you like winning go play a bunch of twelve year olds with no skill and I am sure you will be happy. If you like a challenge surround yourself with people who are better than yourself.

I do not play proffesionally any more because I don't have the time or the inclination. The reason for the latter is that poltics poison a lot of the higher levels of gaming and I simply don't have the time to deal with them.

PS- A lot of what I said also can be related to Martial Arts in any field.

Infesticon #1
12-Dec-2003, 12:14 AM
you have waaaaaaay too much time on your hands.

Terry Matthes
12-Dec-2003, 07:21 PM
I used to, now college and MA take up most of my time, but I don't mind because MA is alot more fun than video games :D

DaiHomme52
13-Apr-2005, 04:38 PM
I take fighting games very seriously. When I lose I'm ready to strangle someone!!! I've been banned from many arcades! j/k lol

geves
13-Apr-2005, 06:31 PM
i agree... that akuma should be banned :D

that lame charcter should've never been available outside of story mode, period.

i hate akuma, look at him. there was a moment in time when i thought street fighter was going to be come the next mortal kombat. you know a cast of charcters with the same exact moves. luckily for me, they only did that with like 7 or 8 charcters :rolleyes:

Cougar_v203
13-Apr-2005, 07:17 PM
you have waaaaaaay too much time on your hands.


they have no life..see me on the other hand am on Summer Vacation :D

Twelve Eggs
13-Apr-2005, 08:45 PM
at this time in my life, i DO have too much time on my hands. i still have 3 more months until i start college, and until then, im doing nothing. ok, i have some stuff to say to mr. really long article guy. "playing to win" will make you sick of the game fast. very fast. but goofing around will also make it boring eventually. the best way to play is to play to learn. if you are always playing to win, you are going to limit yourself to a few effective moves. when your competition smartens up, you change the moves around. if you've ever been to a tekken 4 tourney, you'll know what im talking about. everyone in the tourny wants to win, so everyone picks jin and repeatedly does his just frame laser scraper. and there you go. thats your tourny. now, you can say what you want, but this isnt how games should be played. in guilty gear xx, nobody thought zappa could win tournys.so i picked him. everyone told me i was stupid and i should play sol. i got first place in 2 tournys with the lowest ranked char in the game, and 2nd and 3'd in a few others. why? because i did not limit myself to playing to win. i played to be creative, i played to be innovative, i played to broaden my horizons, i guess. when the game is played for fun, you put on a better show for the audience, and you walk away feeling like you are actually GOOD at the game, instead of whoring the effective moves to win like everyone else does. but maybe this is just me. maybe all fighting games should be played with 4 or 5 moves and some counter-counter-counter strategy. i mean, who needs to enjoy their game anyways?

KenpoDavid
14-Apr-2005, 03:41 PM
That's a very old piece, the poster did not write it.

It's just the ego-stroking of somebody who spent wayy too much time on video games, and by then they were starting to fail to provide the level of self-esteem he needed. (Not the poster.. the author.)

I would suggest - forget you ever wasted the 10 minutes it took to read it, and go train. Or get back to work, as the case may be :P

Cougar_v203
14-Apr-2005, 04:29 PM
can I start flaming ;) :D :p :rolleyes:

TheMightyMcClaw
21-Apr-2005, 06:14 PM
I like video games too, but some people need better hobbies.

Twelve Eggs
21-Apr-2005, 08:39 PM
well, if people are posting on here, its obvious that they have a "better" hobby as you would call it. duh. video games are just a sub-hobby.... or are martial arts the sub-hobby? hmm.....

slig
22-Apr-2005, 07:31 AM
Nice post DeLamar.J. Would be nice if you gave credit to the author though.

It's something i've only just woken up to myself, from Street Fighter to Unreal Tournament - I notice most people just don't play with any tactics or strategy. It's just a game, so they don't take it seriously, ex post facto - they get their bums handed to them on a platter and wonder why it keeps on happening. You make reference to people learning the game and nothing more, and you're absolute right. The point isn't just about video games - it applies to everything in life, personal, work, financial etc.

Really a great read anyhow. Glad i'm not the only one who thinks this way ;)

tekkengod
11-Aug-2005, 08:03 AM
statements like that piss me off "get a better hobby" "you spend too much time on games" especially when there is so much money and respect in to be gained by playing them. so many career opportunities in the field. i personally want a chunk of an industry that makes 8 billion dollars a year. Games are now intertwined into our culture. Gaming has evolved alot over the past years {largely in part to sony} and it will continue to do so.

Timmy Boy
11-Aug-2005, 12:22 PM
The players I hate are the ones who boast about how good they are and then make excuses for losing. I don't play soul calibur 2 with my mate Jon anymore because every time he loses it's because my character is too good or I'm using cheap tactics, despite him boasting beforehand.

geves
11-Aug-2005, 12:33 PM
second hand advice: BLOCK

Anomandaris
22-Aug-2005, 12:53 PM
sorry its OT but is relevant in a roundabout way...

Different groups of people play a game for different reasons and this alters how they go about it. The article says that 'scrubs' follow an unspoken set of rules that define what makes the game fun for them and as long as they are playing with someone who also wants the same out of the game then they will both enjoy themselves. Whilst other players play 'to win at all costs' and these people enjoy the game(sometimes though many of these people seem to spend the match up scowling and contorting their faces in annoyance) by finding the most efficient moves and doing those ad infinatum, when these differing types of player meet obviously neither are going to enjoy it much, the 'scrub' is not playing accorindg to his rules that allow him to have fun and the 'play to win' guy learns nothing playing against such a poor opponent.

I will say without a doubt that I am a 'scrub' I adhere to some rules that make the game fun for me, I play tekken with the aim of making the fight look exciting and cool, I want to pull off complex and exciting techniques that look cool and flashy because it is a game.

by repeatedly doing the same thing over and over even if it is effective does not look cool or interesting, if i saw a game of tekken and all the characters were doig was a low sweep kick for the entirte fight simply because one of the players was not good enoug to stop it then I would not want to play, it would look dull and unexciting.

a game like tekken or street fighter is played for escapism, in real life I would never dream of doing all of these flying kicks and high jumping aerial stuff in a real fight but in a game I am free to do so as its more fun and exciting than a down to earth realistic fight.

tekkengod
22-Aug-2005, 08:45 PM
Do me a favor and never compare tekken and SF ever again for any reason

Anomandaris
23-Aug-2005, 08:26 AM
so what you dont play tekken for escapism? Nor street fighter?

you play them thinking about realistic and effective it would be to use techniques in that way?

despite what you say they are similar in that they are both fighting games, while Tekken is vastly superior SF is still the same thing.