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Article - Is Shmup Talent Real? Exploring Why A “Get Gud” Mentality Is Losing Potential Players.

If  there is one question that the genre of shmups will force players  of  all skill levels to ask, it is definitely the question of: “How do I   get good at these games?” While there are plenty of other genres and   styles of gaming that are as equally intensive and difficult as STG, I   feel like none of them are as clear and upfront about the issue of   player skill as a shmup. When you play a fighting game, for example,   based on your region and player pool, it is perfectly possible that   lower skilled players (scrubs, I dare say), could get the impression   that he or she is a world class player, even though they would go 0-2 in   any tournament. When Smash Bros Melee came back into popularity in   2013, this was an extremely common occurrence. First hand, I can’t even   count how many players I met and played against that fell into this   description. Some of them met the reality with grace and enthusiasm,   others were so salty that they never returned.

This  also holds true with speedrunning. Of course, these days where  there  is a wealth of internet resources for both of these genres, more  and  more players are getting a clearer idea of what high level play  looks  like, but subtract the internet and online communities from the   equation, and this skill ceiling becomes obscured. In speedrunning, for   example, I seriously thought that I probably was one of the fastest   Super Metroid players in the world in 2007 (I had an in-game time of 50   minutes … don’t laugh). At that time, I did not know that speedrunning   was an actual concept, and I’d never met or even heard of someone else   playing the game for speed other than myself. Granted, I feel like, in   today’s AGDQ world, this mindset needs to be explained a little.  Playing  Super Metroid quickly was just a personal quirk of mine, and I  had this  whole criteria of rules on how this would be done and what  counted (no  deaths allowed), so even though I was under the  misconception that I was  particularly skilled at Super Metroid at that  time, I had little reason  to believe otherwise and didn’t consider it a  source of pride or  anything. Again, the point I’m getting at is that,  without outside  resources or communities, the skill ceiling of fighting  games and  speedrunning is relatively obscure (which is probably a good  thing, but  more on that later).

With  shmups, yes this argument could be applied to them, but not as   commonly; shmups are fairly clear with how hard they are going to push   the player and just how crazy things can get. Take my first Dodonpachi   1-all for example. After 3 months of struggling and playing the game, I   finally managed to get my first 1-all. However, even without consulting   any outside resources, I knew this 1-all was just scratching the  surface  of the genre’s skill ceiling. I was aware that the game wanted  me to  not bomb, to full chain, to collect bees and never die. All these   demands were clear and obvious. There was no hidden meta or anything.   Granted, it took me time to grasp the entirety of what all this meant,   but it’s not like I could walk around in good faith thinking I had   reached top-tier play like I had with Super Metroid or how many people   had with Melee. Within the games themselves, shmups are extremely clear   about just how skilled a player needs to be, at least compared to other   genres.

As a result, I think it  is only natural for players of the genre to  spend a good deal of time  considering various questions revolving around  skill: what is required to be good? How do I get good? What is a good score?  So on and so forth. As I’ve alluded to above, most of these answers  are  very subjective and will depend entirely on the perspective of the   person you ask. In my case, I would probably use the metric of an   average score within a game to define what is good or bad,   but other players use only the top scores as a measuring stick.   However, one question about player skill that I find particularly   interesting to explore is the question of “player talent.” Does talent   for a genre exist? Are the top players with the highest scores simply   naturally talented, or do they just practice a lot?

To  get the obvious out of the way, I think it’s best to identify the  fact  that this question is a bit of a faux pas (I used the French to  save  the Shmup’EmAll homies some translation work ).  When you talk about a  new player or newcomer and describe them as  “talented,” that is a  compliment because you are basically saying they  have a lot of  potential ahead of them. However, when you describe a  veteran or  accomplished player as “talented,” you are potentially  downplaying all  the hard work they’ve put into their scores and just  chalking it up to a  passive trait — talent is just something your are  born with, right? So  in that regard, I think it’s likely that veteran  players will not like  the idea of “shmup talent,” whereas new players or  struggling  mid-level players will be more inclined to consider the  notion. Also,  talented or not, shmups are a genre that is going to  demand a ton of  time and grinding to succeed in, no matter who you are.

Furthermore,  I’m not a cultural expert or anything, but I do think  that certain  cultures are going to find this idea of “shmup talent” more  distasteful  than others, the Japanese scene immediately comes to my  mind. In all  my years of following gaming, especially fighting games and  recently  shmups, I have always been interested to hear what Japanese  players  think about skill. I’ve heard the topic discussed with them  dozens and  dozens of times at this point, and never, not once, did any  of the  players endorse the idea of talent. Every single time, whether  it’s  shmups, Tekken, Street Fighter, insert game here, the Japanese  players  have said that talent does not exist, that only hard work and  study are  the factors at play. Americans, for many reasons I don’t feel  like  getting into, are much more culturally inclined to believe that an   in-born “talent,” or an inherent disparity between players, exists as a   factor. Of course, not all Americans think this way, but I’m just  saying  that the concept of natural talent aligns with our culture, but  perhaps  less with Japanese culture. Again, I’m not an expert on  Japanese  culture by any means, but this is a trend I’ve noticed among  many  different player responses over the years. As for our European  homies, I  have no clue so I won’t even try to guess at what their  outlook might  be.

Thinking it  over, I ‘ve debated whether or not to keep this section  about my  impressions of the Japanese players’ attitudes towards the idea  of  talent — as I’m projecting off of interviews and stuff, but I can  sense  that the topic will be brought up in the comments of the article   anyway.

Before  going further, I do think it’s important that I try to give  some kind  of definition of what I believe “shmup talent” to be. In my  eyes, shmup  talent would be defined as simply the rate at which one  player  improves compared to others. It’s like in an RPG where one  character  levels up faster than another, even though they are given the  same  amount of XP. Funnily enough, shmup players tend to have a sort of   unofficial XP count already in place: hours played. So, in an effort to   make this as objective as possible, I would say that a player that   achieves a specific score in a lower amount of hours played than another   player who achieved the same score (given the two have equal access to   learning resources) would be considered “more talented.” With that  said,  I do want to recognize that there is a mass tangle of different  factors  at play (like legacy skill) that would also influence one  player  learning faster than another, but that’s not the focus of this  article.  I’m saying, in a completely controlled, hypothetical scenario,  if one  player appears to be able to learn and accomplish hiscores  faster than  another player, and they have completely equal backgrounds,  then the  first player could be considered more talented. So the  question becomes,  does this factor of talent actually exist? Or is it  always going to be  other circumstances like legacy skill or access to  resources that make  the difference?

If  I had a clear answer I’d be posting this article in a scientific   journal or something. There is no clear answer, but this article would   be very boring if I just left the conversation here, right? So, what I   will now do is make my case on what I think the answer is, but remember,   I’m aware that which answer a person chooses is just a matter of   personal philosophy and really says more about the person’s outlook on   the world, rather than the topic itself.

If  you picked up on my foreshadowing, I think it’s easy to guess my   opinion on the topic. Personally speaking, I feel that “shmup talent”   does actually exist to some degree. In the grand scheme of things, I’m   not exactly sure how much of an impact it has on a player’s overall   skill level, but I think I have a perspective that is interesting to   consider, even if you completely disagree with the idea. So don’t get   too salty and quit reading yet. Also, if you are a veteran player   reading this article, keep in mind that I don’t think that ALL   accomplished players are naturally talented, some players (like myself)   are just stubborn grinders who stuck it out — which I think is really   cool. Also, I’m not a person who glorifies hard work as the greatest   character trait of all time, I think people being able to strategically   apply their natural talents is a very interesting skill unto itself.

The  first thing that needs to be said is that, in general, I feel  that  most players downplay or underestimate their natural talent for   something. Some players are modest to the point to where it’s almost   insulting (I have a whole outlook on this that I’ll have to explain   sometime, but anyway). If you are a struggling mid-level player, you are   probably naturally talented at the genre to some degree. Even though  it  doesn’t feel like it to me, I’m sure that I am naturally talented at   shmups, at least compared to the general gamer population. As I said   before, shmups hit hard right from the start, and so anyone who is still   playing the games and improving is more talented than they give   themselves credit for. Plus, I think that, when people consider shmup   talent, they only think of the person’s raw dodging skills. As badass as   raw dodging is, it’s far from the most important shmup talent. If I  can  pat myself on the back for a second, I’d even say that, of all of  the  aspects of the genre, one of my strengths is my raw dodging skills.  Much  more important, and I think most players will agree on this, is  the  player’s skills to identify visual/audio cues, recognize and create   routes, implement study, predict patterns, and incorporate ideas from   superplays. If a player is able to do all of these things more quickly   and efficiently than his peers, I would argue that this is talent, even   though people don’t generally view studying as a talent, for whatever   reason.

In my opinion, a natural  insight and vision for how the games  function, an “instinct for the  genre,” you could say, is probably the  strongest talent of them all. If  you get how shmups work, how to  breakdown the scoring systems, how to  dissect the stage designs, this is  going to get you much further much  faster than just someone who has  quick reflexes.

I’ll  try to give a tangible example of what I’m talking about. In a  recent  episode of the podcast I interviewed both Kiwi and Moglar, two   up-and-coming players who have been achieving impressive results in a   short period of time (at least relative to what I’ve witnessed so far).   Naturally, I was very fascinated to talk to them about their learning   experiences and backgrounds with shmups. During the interview, I   peppered them with all these different questions about their practice   routines, their resources, their prior experiences and so forth. To my   surprise, at least during the interview, neither player reported any   need or desire to consult outside resources. Yes, they both said they   looked at replays for routing ideas, but neither reported any particular   moments of confusion or frustration with the genre. After that   interview, I couldn’t help but feel that these guys “get shmups,” that   there is something about them that seems to fundamentally understand the   genre and how to play it. I got the same impression after interviewing   Jaimers.

In my own experience  learning the genre, I would say that things did  not go nearly as  smoothly. To be honest, I had little to no idea about  what to do, or  how to view the games. My best approach was just to try  and sit mid  screen as much as possible and try to route from that  position.  Needless to say, there was a long period of time where I  struggled to  understand why players were doing what they were doing and  how they  came up with their strategies. My style of routing ended up  being  finding ways to setup manageable (but still risky) reaction dodge   situations and then to identify points of the run where I could maximize   strategic bombing. As a result, the playstyle I developed and my   understanding of the genre was limited to where I could occasionally get   away with what I was doing in a first loop situation, but did not  stand  a chance in more difficult levels.

What  happened to me after that initial learning period and grinding  out a  fairly lucky 1-all (just watch how wild my dodging is in stage 6),  is  that I hit the wall, and I hit it hard.

https://youtu.be/KiHiNZ7ByOo

Jump to 16:30

It  felt like getting the 2-all was just a dream, that such a high  level  of gameplay was beyond my limit. “I just don’t have the talent,” I   thought, “I’ll just continue getting 1-alls in Cave games. It’s fun and   something within reach.” So, from that point, I worked on the   Dodonpachi DaiOuJou 1-all with plans to try and clear Battle Garegga   after that. It took me another 6 months or so of fairly consistent play   to get the DOJ Black Label 1-all.

https://youtu.be/Eo3FRNsQEcA

(Sorry for the crappy video quality, no recording equipment at that time other than obs on a mediocre laptop).

And  so on, I was completely happy with the idea of getting these  survival  clears and running a humble podcast. However, two things came  along  that pushed me into wanting to play for score and “get gud”(a goal  I’m  still working towards). And if you’re wondering what all this has  to do  with shmup talent, hang in there; it’s all relevant.

The  first thing that got me motivated was my interview with Jaimers  for my  podcast. I had become a bit of a fanboy of his after watching  many of  his impressive replays and was nervous and excited to talk to  him about  his process of learning and playing shmups. As an interviewer,  I  started to feel that the disparity between our skill levels was  pretty  ridiculous and if I was going to continue to bring on other super   players in the future, I wanted to be able to have the experience and   ability to relate with them a little more. The second motivating factor   was when I started the video index and spent hours and hours logging   other people’s scores. After a while of doing that, I started to feel   like, “Hey, I want some scores on this thing too, scores that won’t   always be right at the bottom of the page.”

From  then onward, I started to play shmups and study them much more   intensely. I pushed my gameplay out of the safer manageable sections of   the 1st loop, and ended up spending hours and hours and hours just   getting wrecked over and over in the second loop. I think that, because I   do a podcast and create content, there is a general impression that I   actually don’t play shmups very much (maybe not, but that’s what I   assume), but that’s definitely not the case. Over the past year and a   half, I’ve averaged around 12 – 15 hours of shmup practice per week, but   anyway.

What I am getting at is  this: In the grand scheme of things, in the  world of super players and  world record holders, the concept of shmup  talent becomes less and less  important. In fact, I would say that the  concept of talent is  completely nullified by stronger factors like time,  persistence,  resources, community, legacy skill, all those sorts of  things. So that,  when a top tier player is asked about shmup talent and  if it is  important, it makes sense that they would say no, because at  that level  of play whatever inherent understanding you may have had  coming into  the genre has been bypassed by all the focused study and  practice.

However,  at the ground level, at the stage where people are first  coming into  the genre, I think denying that certain players do come into  shmups  with a stronger inherent understanding of how to play the games  is  problematic. Remember what I wrote about at the start of the article?   Shmups are not like speedrunning or fighting games, there is no easing   into this genre really. Sure, you can do what I did and spend some time   getting survival clears, but the games don’t obscure how far you need  to  push to get to top level play. From what I’ve observed, I feel like   this tends to cause uneasiness in players that never feels quite   comfortable. As a result, I think a lot of people tend to burn out and   eventually leave the genre. There is no middle ground, you either   proceed towards chasing high level play, or you stay at the entry level   and play casually. As I mentioned in my own personal story, staying at   the point where I was focusing only on survival clears was sort of a   middle ground, but it started to feel kind of empty and the difficulty   wall I was facing at the time seemed impossible to get past.

As  a result, what I think often happens is that the naturally  talented  players, like Kiwi and Moglar, are able to proceed past this  difficulty  wall and enter hiscore-oriented play without too much  interference.  I’m not in their position, but I imagine their wall will  come later on  as they pursue higher and higher scores. In regards to  myself though,  and the large number of players who do struggle with  highly demanding  gameplay in the beginning, this might be where our  shmup journey ends.  For me, I can say with complete confidence that, had  I not been running  a shmup podcast and constantly been brushing elbows  with higher  skilled players who took an interest in my gameplay and  wanted me to  succeed, I would have moved on a long time ago. I wouldn’t  have quit  the genre or anything, but it would be on the backburner as I  focused  on competing in fighting games. I probably would have just  continued  working on CAVE 1-alls as before. Again, I don’t think there  is  anything wrong with playing for survival clears if that is what the   player enjoys, it just seems that it is difficult to maintain interest   in survival only clears over time.

My  conclusion is that, ironically, the players who are naturally  talented  and able to start moving into higher achieving gameplay early  tends to  be the players who also receive the most external motivation  from the  community as well. For example, I went out of my way to talk to  both  Kiwi and Moglar and bring them on the podcast because I was so   impressed by what they are doing, and rightly so. Talking to up and   coming players is often extremely interesting to me because you can   vicariously experience their ambition and progress. Plus, it makes you   reconsider the existing scores and status quo, so players like Kiwi and   Moglar are very important to have around. If you think my idea is that   we should ignore the naturally talented players, you can put the pipe   down now. What I am getting at is that, as of today, I feel that the   shmup scene tends to have a bit of a sink or swim mentality when it   comes to new players. We celebrate the ones who swim, but kind of ignore   the ones that are struggling — maybe they progress, maybe they drown, I   guess we’ll wait and see.

The  issue of providing that extra boost to struggling players is a   complicated subject that I plan to follow up in another article or   podcast in the future. But tying it back to the idea of shmup talent,   rather than just denying that it exists outright, I think we should try   and be more aware of how it can be mitigated. For me, I was able to   proceed due to social support from the guests I talked to and the   feeling of being in a small spotlight. Obviously, not everyone is going   to have their own podcast on the genre (that’s really not necessary),   but I do think that if all players, not just the top players,   start taking a little bit of an interest in each other’s shmup goals  and  stuff, that’s going to go a long way towards helping players push   through the wall and get that skill they need to have an enjoyable time   playing these games. However, if we continue downplaying the idea that   some players are going to struggle more than others, and continue this   sink or swim mentality, then we’re going to be stuck in this trend of   low player counts occasionally alleviated by naturally talented players   who are able to enter the genre and thrive all on their own.

What’s  ironic is that, over time, the players who struggled early  will become  less and less distinguishable from the players who are  naturally  inclined towards shmups, especially if they have built up a  set of  skills to push through difficulty spikes and oppressive gameplay.

Hopefully I haven’t offended too many people.

Thanks for reading!

Cheers,

Mark MSX


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