@pattheflip

Patrick Miller

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What's the oldest question you currently have in your Ask.fm backlog?

The one I'm answering immediately after this one!

How do I ask @JayViscant to make an ask fm page so I can ask him lots of questions without looking like a creep, without looking like a creep?

I don't know but asking me isn't really helping your image

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Do you think in CVS2 that one should have been able to pick grooves for individual characters rather then for whole teams? Or would that have just solidified tiers and reduced the variety in teams at high levels?

I don't think the game would benefit from individual grooves much. We'd see more variety per team, but it's still optimal to focus on learning one groove than two or three. I actually like that the groove system forces you to choose between systems you like and characters you like because it encourages me to try different characters that fit my groove choice.

Dunno if you saw but Eventhubs just put out a statement about why they haven't covered Xrd as much. It seemed to boil down to "When we cover not-Capcom our readership goes down, build the scene and we'll do more Xrd content". Is this true for SRK as well? also isn't it kinda a chicken & egg problem?

I haven't been involved with the day-to-day of SRK in a while, and I don't really touch news coverage. (I write things for them when I feel like it, and I try to find other people to do the same.)
That said, if you measure success by pageviews, the optimal short-term strategy is to cater to topics that maximize those pageviews, and covering Street Fighter is the easiest way to do that. I can't imagine anyone writing for SRK is in it for the money (lol) so much as a chance to help build the communities for the games they love, so I don't think there's a strong editorial mandate to cover SF over GG all the time.
Also, Ian is anime as fuck so I'd expect to see a decent bunch of GG coverage.

As the year winds down, what did you enjoy the most about the past year?

I basically had to figure out how to live my life by myself, and I feel pretty good about how I've managed to do that so far!
Liked by: nothingxs

Is that irony or coincidence that you're bad at long division. ;]

ChefLuBu’s Profile PhotoBrian Smawley
I would consider it irony, but I'm also not one of the people who gets in prolonged arguments about this kind of thing!

(playing devil's advocate) Why should people read your book? You have stated yourself that you haven't won tournaments in SF so how can we objectively know you are good at SF and thus your book is credible?

If you follow that strand of logic to its conclusion, you'll never learn anything from anyone outside of paying for private lessons from EVO champs, Olympic gold medalists, etc. -- and you'll find that most of them are coached by people who didn't medal themselves.
My book isn't the rocket science of fighting games, it's the long division. I don't need to be a rocket scientist to teach long division. I just need to be good at teaching long division. And you'll find that most top players are not great at teaching IMO.
Ironically, I am bad at actual long division.
Liked by: Nolan Sullivan

Is it a coincidence that the golden age of fighting games was followed by its Dark Ages from 2002 - 2008? Wasn't the industry stagnant and plagued by oversaturation?

Oversaturation was mostly a problem in the post-SF2 fast follow boom when everyone wanted to make a fighting game but no one was quite sure how to make a good one. If you look at all the games coming out in that golden age, they're all remarkably different from each other, so I don't think stagnation was the problem, either. If anything, complexity creep was probably the main problem here, but I don't think that would have necessarily caused the overall market to shrink because by this time no one was playing fighting games anyway BUT the die-hards.
I'm guessing that The Dark Ages were mostly caused by the final death blow to arcades. Up until The Dark Ages, fighting games were still made for arcade hardware first and then ported to console. We didn't even really have much in the way of arcade-perfect ports until the Dreamcast came along -- it was basically built on Sega's Naomi hardware, which is why it got excellent ports of Naomi-based games CvS2 and MvC2, but the 3s version wasn't nearly as good because it was ported over from CPS3 hardware.
I don't know what the business units look like, but I'm guessing that up until then, Capcom, Namco, and the other major fighting game devs could justify making new fighting games because those games have revenue streams both from arcade operators and from home console sales. Remember that around this time, fighting games were still thought of as an arcade thing, not a console thing -- even in the Bay Area in 2002, "console gatherings" were an oddity if you were anywhere near one of the tentpole arcades.
So I'd expect that anyone in a decision-making role in Japanese fighting game dev probably figured that fighting games were mostly played in arcades, and with arcades rapidly dying out, it was probably pretty hard to sell higher-ups on the prospect of making a fighting game, since the arcade release probably wouldn't do that well, and a home console-only release is a tricky gamble (arcade sticks are expensive, online multiplayer is unplayable or non-existent, and you don't have an arcade release to help advertise your game). Why risk millions of dollars doing a console-only fighting game when you could be making a Metal Gear Solid or a God of War or a Resident Evil or a JRPG any of these other fancy 3D action/adventure games that are printing money during this period?

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Liked by: nothingxs Raj-el

That was so poetic. I don't know anything about CVS2 but I empathise with you, with whatever little shared experiences we have. *offers hug, expecting to be rejected and called a '12-er*

Hug!
(ew i can't believe i touched a '12-er)
Liked by: rebound nothingxs

Of course my opinion is biased too because I'm a '12-er (as is yours because you're an '97-er - hope you feel old) but I feel like old players just look at new games as "not my old game" and don't play it and don't give it an honest chance. I respect old games and their legacy but I prefer new games

You calling me a '97er like I didn't stand on a milk crate to quarter up in '91 for SF2? smdh.
The first time you see the competitive scene kick your first beloved game to the curb is like your first heartbreak; you close your eyes and realize that all the time and money you spent on it has left only memories. You'll pick yourself up when you're good and ready to, and you'll fall in love again, but you'll never give yourself over completely like you did that first time, before you knew the pain of loss. Given a long enough timeline, you'll experience this cycle enough times to get good at it, too.
BRB going to go kiss my copy of CVS2.
Liked by: Raj-el nothingxs

Plus don't you think it's a little insulting to players who do genuinely enjoy the newer games over the older games to tell them that "yo man my game is better". Of course that opinion exists all over FGC between games too but it doesn't make it any better of an opinion.

I have no problem telling people that the games they like are not as good as the games I like. I also have no problem acknowledging that I will probably never love a game made after 2002, or that the only soundtrack you need for a fighting game is True Love Makin', or that all my fighting game community stuff is a desperate attempt to recapture my youth like an aging hippie that went to Woodstock.
If SF4 is your jam, more power to you, but I'll sit here in my rocking chair and take every opportunity to remind you that you missed out on The Best Games Ever.

Maybe the reason old games were 'more fun' than current games even though they were also broken is because of the community's outlook on them? I mean if they released ST or CVS2 or any of the 'golden age' games now you'd have enormous amounts of bitching about them and 'everyone would hate it'.

Shrug. I'm loathe to make sweeping judgments on The Good Old Days vs. Now. Plenty of people bitched about broken shit back then! Bitching about the games you love is a time-honored tradition that shows no signs of stopping any time soon. Hell, I bitch about 3s all the time and I played that game for several (wasted) years.
Really, games released then attracted a community of people who liked those games. The games released now attract a community of people who like the games released now, and if you don't like 'em enough to keep playing, you'll probably just find something else to do with your time (or keep playing the old games).
Liked by: nothingxs

What do you mean by "Golden age of FG's was between '98 to '02"? Old games had a lot of broken stupid shit. Is that meant to be about the communities of the games?

If you look at the list I tweeted out (+Melee), pretty much every one of those games released was a genre-defining staple. And as far as "old games having a lot of broken stupid shit", that didn't stop them from being more fun than the '09-present generation.

What is your guilty pleasure in music?

I don't really ascribe guilt to my music habits. I guess if anything my guilty pleasure is listening to the same albums over and over instead of being more active finding new stuff.

Do you guys think there is/was a connection between SFxT and CVS2?

I think SFxT could have been a successor to the CvS2 legacy. It offered a lot of potential for people to play personally customized teams, it had a very rich selection of systems and characters, and the combo engine was way more fun than sf4. Too bad it was kinda boring at first and no one ever wanted to play it post patch.

I'm new to GGXrd (God's Gift, Praise Be) and I come from SF4 because I'm just really saddened and frustrated by the limitations of characters, movesets and movement and how matchups play out due to that. Would you say Xrd is more about the players than the characters in that sense, similar to KOF13?

I don't know what "more about the players than the characters" really means. I do think that Guilty Gear offers you a shit ton of stuff that you can always be getting better at, so there is a lot more room to win or lose games based on execution and technical ability alone.

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