XaiJu
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Episode 1 of my podcast

Here's the first episode of my new podcast. In this episode, I discuss the concept of Cocaine Logic—the fallacy that "helps the player win" means "good to exist in the game design". I also discuss randomness in games and how to make games that are more resistant to be being solved. Garcia1000 enlightens us all in a guest segment.

Episode 1 of my podcast

Comments

You still aren't getting what I'm saying. Looking to block a crouching kick is not part of this, that's just another irrelevant thing to what I said. You can look to block that kick no matter whether you guard or whether you hold guard while pressing A and B. If you're holding guard and not throw breaking, you're just making a mistake because there's no drawback to it. If you're actually alert, you can STILL break the one you want, but at least if you get caught asleep for a moment, you entered something rather than nothing. No point I've talked about here is something that playing each other would shed light on. I don't see how you even imagine it would. It's purely a game design thing that being able to throw break while holding guard is stupid and imposes a "you should press A and B all the time tax". Again, it's fixed by disallowing throw break while guard is held down. It's the natural logical conclusion that allowing a throw break command with *literally no drawback* means you are "forced" do it. I don't know why this is even an argument, it should be really obvious. It's also worth nothing that the way it's handled that allows this option select has an obvious downside, but no upside. There is no actual reason for it to be this way because the only thing it does is make mashing these buttons smarter than not mashing them in case you get caught off guard with a throw. Yet you seem to be arguing IN FAVOR of the badness existing. As a last summary though, here is a list of things that don't change anything about this: --That you have to look for low moves --That you can crouch under throws --The length of time you have to break throws --Which specific players I've played against --Playing against you --That if you actually expect a certain throw, you should break the correct one None of that has even the slightest bearing on the original point. When you have a way to get an advantage that's an option select with no downside, you should do it. And that creates a bad situation where "just hold guard" is not the "real command" for block. Anyway my original point is exactly correct. I'm sad that we're even still going on about this. Please let it end. But thank you for the compliment, haha.

It is not always objectively correct in any soul calibur to always sit in shield and mash buttons. You're Cali, right? Did you ever try and do this to Alex J or TieTYT? I know I personally would find this very exploitable as Astaroth (or any other small break command grab using character) if I knew in advance that you always mindlessly mashed instead of thinking about when to press buttons in guard (or reacting to the actual throw startup animation itself). It would also tell me that you're not actively looking to block 2Ks, something that dreams are made of for SC2 Raph, or SC3 Rock, or any version of Mitsu, etc. We should play some time. I was a moderator on soulcalibur.com, I've played with the aforementioned cali players at SC3's first tourney in NM (our paths don't cross too much, until recently- I spent most of my time in Detroit, with Wolfkrone/BLD), and I would be more then happy to show you in person, in any non-SC1 calibur, what I'm talking about. (Not that I don't think my point carries over to that game, I just... if we're being honest, I don't know how to play humans in SC1, it would just be me trying to do Kilik MOTB and fail, haha.) Game design and calibur are two things in my blood,, it'd be nice to chat and play with one of my principal theory heroes in my favorite series. :)


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