Thursday, June 16, 2016

Delayed By Design

It is fair to say that input delay is, in fact, the demon of the gaming world...even more so when it comes to fighting games. With reaction being a big component of what differs one's skill or ability from another, it is important that inputs register as fast as the human brain can physically command them.

Even at the beginning of online gaming, attempts were specifically made to ensure one's inputs could register on an even playing field. When designing Weapon Lord, a classic title that was playable online back in 1995, developers James Goddard and Dave Winstead would deliberately delay the inputs of their game taking into consideration the significant amount of input delay one would experience while playing online. 

Several years later Tekken Tag Tournament 2 developers would implement this same sort of technique to ensure that the online experience was as incredible as it could be. Some disagreed with this approach sighting that affecting inputs would essentially take away from how the game was meant to be played. Despite these feelings, it was not apparent that this greatly affected the majority of players offline experience. 

When it had been discovered that Street Fighter V had 8 frames of input lag by default, an incredible discussion came as a result. This was not the first time an issue of input lag had come about. The last game in the series dealt with a similar issue when it got ported to the PlayStation 4. After a flurry of complaints, improvements were made as a result. Because competitive gaming has taken on such a big precedent especially when it comes to Street Fighter V, many are wondering what was Capcom thinking.  

Capcom, realizing this was an issue that needed addressing, announced they would be "looking into it". My common sense told me they already knew and a recent answer from the SFV producer Koichi Sugiyama confirmed it. The 8 frames of lag was as many suspected it to be, an intended design in the new game's architecture. The only question that remains now is why? 

A well-known broadcaster theorized it was done as a way to create the same online experience that Tekken Tag Tournament 2 was praised for and that would make sense but it doesn't quite answer the entire question. After all, Street Fighter V was additionally designed with roll back net code a technique used to keep input delay at a minimum during online play. 

One could say theoretically having both the 8f delay and the rollback would be the best method of creating a parallel experience between both online and offline play but so far player feedback suggests that this is not the case. 

It has been said that SFV has become a very offensive game and that 8 frames of delay disrupts the reactionary ability one might have to combat this style of play...another game design that was most likely done intentionally for this new version of Street Fighter. 

Traditionally Street Fighter has been known to be a "thinkers" fighting game. Patient play was a part of the game and as such things could be slow during certain matches.  In a time where games are now bordering on that line of being a "spectator sport", keeping the perspective of viewer appeal may now be an important part of the design process and while I've found the previous competitive Street Fighter to be a great watch, others found it to be a bit mundane.  

When it is all said and done, inherent risks come with creating a new game that stems from a beloved franchise. With so much feedback and a somewhat technical understanding of how the games work when it comes to gaming in this generation, things are bound to evolve at a more accelerated pace and I feel this will be no different for Street Fighter V. 

There was never a written rule that said inputs had to be at their lowest to ensure the highest level of competition. Why can't it be based more on one's ability to predict than to react?  When you break the balancing act, it may possibly lead players to a place they never thought they could go. This may very well be the intention of delaying the game by design but we may ultimately never know the truth.