Лекция по "Психологии"

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Intermediate’s Guide

by Sirlin

So far you have learned only obvious and mundane things. I know that taking the first step can be the hardest part of the journey, so I wanted to coddle you a little just to get you going. The coddling stops here. You must now understand the cold, hard truth of competition. This is the difficult part to accept. This is the part that will upset you. You will have many defense mechanisms that will tell you that I am wrong, but I assure you with certainty that on this point I am delivering divine truth directly to you.

Introducing...the Scrub

The derogatory term “scrub” means several different things. One definition is someone (especially a game player) who is not good at something (especially a game). By this definition, we all start out as scrubs, and there is certainly no shame in that. I mean the term differently, though. A scrub is a player who is handicapped by self-imposed rules that the game knows nothing about. A scrub does not play to win.

Now, everyone begins as a poor player—it takes time to learn a 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, 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 even before deciding which game to play. 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 prevents him from ever truly competing. These made-up rules vary from game to game, of course, but their character remains constant. Let’s take a fighting game off of which I’ve made my gaming career: Street Fighter.

In Street Fighter, the scrub labels a wide variety of tactics and situations “cheap.” This “cheapness” is truly the mantra of the scrub. Performing a throw on someone is 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 that will protect him indefinitely. Why? Exploring the reasoning is futile since the notion is ridiculous from the start.

You will not see a classic scrub throw his opponent five times in a row. But why not? What if doing so is strategically the sequence of moves that optimizes 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 block for fifty 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. Street Fighter was just one example; I could have picked any competitive game at all.

Doing one move or sequence over and over and over is a tactic close to my heart that often elicits the call of the scrub. 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. That is true by definition of playing to win. 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 one tries to win at all costs is “boring” or “not fun.” Who knows what objective the scrub has, but we know his objective is not truly to win. Yours is. Your objective is good and right and true, and let no one tell you otherwise. You have the power to dispatch those who would tell you otherwise, anyway. Simply beat them.

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 subtle and difficult to discover. Knowing the counter tactic prevents the other player from using his tactic, but he can then use a counter to your counter. You are now afraid to use your counter and the opponent can go back to sneaking in the original overpowering tactic. This concept will be covered in much more detail later.

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 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 valid, 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 this “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 every 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 a sequence of moves that is 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.”

I once 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 five 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 ignore his losses 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.” (Though chess tournaments do sometimes have prizes for “brilliancies,” moves that are strokes of genius.) 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 one hundred times better than person X, but that doesn’t seem to matter to the scrub. 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.

You can gain some standing in a gaming community by playing in an innovative way, but that should not be the ultimate goal. Innovation is merely one of many tools that may or may not help you reach victory. The goal is to play as excellently as possible. The goal is to win.

More on Losing

by Sirlin

Losing is part of the game. If you never lose, you are never truly tested, and never forced to grow. A loss is an opportunity to learn. But losing can be upsetting, and can cause emotions to take the place of logical thinking. Below are some common “losing attitudes.” If you find yourself saying these things, consider it a red flag.

“At least I have my Code of Honor,” a.k.a. “You are cheap!”

This is by far the most common call of the scrub, and I’ve already described it in detail. The loser usually takes the imagined moral high ground by sticking to his Code of Honor, a made-up set of personal rules that tells him which moves he can and cannot do. Of course, the rules of the game itself dictate which moves a player can and cannot make, so the Code of Honor is superfluous and counterproductive toward winning. This can also take the form of the loser complaining that you have broken his Code of Honor. He will almost always assume the entire world agrees on his Code and that only the most vile social outcasts would ever break his rules. It can be difficult to even reason with the kind of religious fervor some players have toward their Code. This type of player is trying desperately to remain a “winner” any way possible. If you catch him amidst a sea of losses, you’ll notice that his Code will undergo strange contortions so that he may still define himself, somehow, as a “winner.”

“I lost to a scrub!”

This is the most entertaining complaint of the bunch. When this player loses to someone he considers a weaker player, the “I lost to a scrub!” line is sometimes used as an excuse. This player is saying that he is very good at the game, and losing to such a poor player doesn’t prove anything. He often enumerates all the weaknesses of this “poor player,” including such gems as “he relies on only one tactic” and “his mind games are weak.” The more he puts down the other player, though, the worse he looks himself. If the other player relies on only one tactic, and you can’t beat it, then what does that say about you?

This need to displace the blame is probably motivated by pride, but it deprives you of a chance to learn from your mistakes (and it alienates other players, a point which you may or may not care about). Basically, you need to have some respect for other players who have the power to win, no matter what faults you may see with their play styles. Sometimes, these “weaker players” really are better than you, and you just aren’t admitting it. And if they aren’t better, then you should not let them win. You should be recognizing and learning from your own mistakes, or you should be improving to catch up to them. Either way, the heart of the issue lies in you, not in the player you just lost to.

“I suck, why even try?”

This is the opposite of the above statement: underconfidence rather than overconfidence. Sometimes this line is said in sadness after a loss, which is somewhat understandable. In that case, just stick in there and keep trying. The real crime, though, is when this is said before or even during the match. A low self-esteem can be debilitating. Some players get thrown off by a past loss or other bad event in real life. They then take a losing attitude into the game, even in cases where they objectively have an advantage in the match (such as a better deck in Magic: The Gathering or a favorable character matchup in a fighting game). This type of player needs to put all that out of his mind and focus on the immediate match. If you do have some advantage going into the game in your choice of character/side/deck, general play skills, or specific knowledge, then that’s what you should be focusing on. And if you don’t have any of that, that’s all the more reason to work harder, be smarter, triumph against the odds, and show the naysayers how wrong they all are. Self-doubt does not win games; positivity does.

“This game is dumb / too random / too boring.”

In all fairness, sometimes the game is dumb or too random or too boring. In that case, you should stop playing it altogether and find something better to do with your time. But these claims are often made against perfectly good games. For the “dumb” game, there might be another level of understanding above your own that makes the game brilliant.

The “too random” game is a bit trickier. On the one hand, the more random a game is, the worse it probably is for serious competitive play. But randomness can add “fun” to a game. Usually, though, there is only one meaningful way to answer this complaint: examine whether the same players can consistently win at it. One could make a strong argument that the card game Magic: The Gathering is “too random,” yet the same players are able to win national and international tournaments over and over. Kai Budde, the best player in the world as of this writing, routinely shows up to tournaments with the exact same deck as his teammates—yet Kai wins. Apparently the game isn’t “too random.”

The same could be said of poker. Even though randomness plays a large part in an individual hand, the same top players emerge with the most money over the course of several tournaments.

The “too boring” comment is always an easy way out. Basically, all these complaints are about shifting the blame over losing away from yourself and toward supposed deficiencies in the game itself. Again, sometimes the game deserves to be criticized, but be aware that these complaints are often just excuses that allow you to shrug off a loss rather than actually learn from it.

Catch yourself if you start to fall into any of these losing attitudes and take responsibility for your losses. Only the loser plays the part of the victim. The winner takes charge and actively seeks out improvement.

How Far Should You Go to Win?

by Sirlin

Video games, like all software, have bugs. Even non-computerized games can have interactions the designers did not intend. If an expert does anything he can to win, then does he exploit bugs in the game? The answer is a resounding yes. The player cannot be bothered to interpret the will of the game designer as far as which moves are “fair” and which moves are not, or which moves were intended and which moves weren’t. It’s irrelevant anyway. The player knows only moves that lead to winning and moves that don’t.

Mysteriously, some games do expect the player to divine the will of the designer, and expect him to adhere to a set of behavioral rules on top of the actual rules of the game. This is the fundamentally flawed concept embraced by most massively-multiplayer online games. Consider World of Warcraft as an example. In a town, you can go on rooftops and you can fight against other players, but you can’t fight other players while on rooftops, or you’ll receive a warning. (Actually, this was totally legal before 3/11/2005 at 9:44 PM PST, but not legal after.) You can kill the same monster all day every day to “farm” in-game money for yourself (in fact you practically have to), but you can’t farm “too much” or you’re labeled as a gold-farmer and banned. If you break your line of sight with a monster, he often has trouble getting to you, which allows your friends to kill him much more easily. Smart play or grounds for suspension? Answer: grounds for suspension. If a monster is chasing you, you can go into a lake where he can’t follow and wait for him to give up. Smart play or grounds for suspension? Answer: that one’s smart play. The complex web of made-up rules is not unlike the shackling self-imposed rulebook of the scrub.

I’m here to tell you that legitimate competitive games are not like this. Reasonable games have built-in rules and simply do not allow illegal moves to happen in the first place. Tournaments for reasonable games sometimes have to impose extra rules, but they keep this list as clear and as short as possible. There are games that are just for “fun,” because you can’t “win” them or make reasonable tournaments out of them. These games—while interesting—are not within the scope of this book.

So what lengths should a player go to in order to win? A player should use any tournament legal move available to him that maximizes his chances of winning the game. Whether certain moves or tactics should be legal in a tournament is a totally separate issue that we’ll get to later. For now, the issue at hand is that if it’s legal in a tournament, it’s part of the game, period. Players often fault other players for “cheating” or playing “dishonestly” when they use tactics that should not be allowed in a tournament, often because they are exploits of bugs. The player is never at fault. The player is merely trying to win with all tools available to him and should not be expected to pull his punches. Complaints should be taken up with the governing body of the tournament (or the community of players) as to what should be allowed in a tournament. This is a dead simple issue that confuses too many players.

What Should Be Banned?

by Sirlin

Now this is a tricky subject, not nearly so clear-cut as the last. The world is full of players who think everything under the sun should be banned. The scrub believes that any tactic or maneuver that beats him should be labeled “cheap” and consequently banned. In actuality, very little ever needs to be banned.

Before we discuss what should or should not be allowed in tournament play, I should acknowledge that different forms of distribution of games have led to different attitudes about banning. Some types of games are released, and that’s that. The players are stuck with whatever is in the game. Other types of games see a patch or two to fix the most egregious bugs and perhaps game balance problems. I’ll lump these two into the same category though as they both basically stick the player with whatever is there after the last patch. These are the types of games I grew up with.

Internet gaming has introduced a different type of game. Blizzard (makers of StarCraft, Warcraft 3, Diablo, and World of Warcraft) is a special game developer that provides a free matchmaking service called battle.net for many of its games. Since all of its multiplayer competitive games are played over this service, Blizzard can (and does) gather an incredible amount of data about how the games are played, how quickly they end, which tactics are successful, which maps are played, etc. They continue to balance their games though new patches years after release.

So-called massively multiplayer games like EverQuest and World of Warcraft, though not zero-sum competitive games, are also constantly monitored and patched by their developers. Players currently pay a monthly fee to play these types of games and thereby financially support large development teams who constantly improve and tweak the game.

The entire notion of radically patching and altering a game after its release may have many desirable properties, but it also has created an attitude among developers that they can release a somewhat buggy and imbalanced game and just patch it later. It is no surprise then that players of this type of game see differently than players of more “static” games on the issue of banning and altering a game. To players of my kind of games, banning is an ultra-extreme measure. To players of some internet games, the changing of game balance can be an everyday occurrence, as can the fixing of bugs.

The “constant patching” approach by developers also often leads to laziness on the part of the players; there’s less reward for trying as hard as you can within the given rules, because if you are successful, your tactic will just be patched into obsolescence anyway. You might be a footnote someplace, but you won’t still be winning. It gets worse in most massively multiplayer games, where you can actually be banned—permanently—for playing within the rules they created, but playing in a way they had not intended.

Criteria of a Ban

A ban must be enforceable, discrete, and warranted.

Enforceable

Sometimes, a tactic can be hard to detect. If you can’t reliably detect something, you certainly can’t enforce penalties on it. In a fighting game, a trick might make a move invulnerable that shouldn’t be, but actually detecting every time the trick is used might be nearly impossible. Or consider a real-time strategy game, where a trick might give your units a few more hit points than normal, but again, detecting this might be nearly impossible in a real game. If something is to be banned from tournament play, it must be reasonably easy to identify when it happens or to prevent it from ever happening at all.

Also in a fighting game, a move might be “unfairly” unblockable, but only when that move is executed in a certain situation with precise 1/60th of a second timing. Did the player execute it during that “unfair” time window? Or 1/60th of a second late? Perhaps he accidentally executed the move at the unfair time through sheer luck. Is he to be penalized? Imagine trying to enforce a rule that states “You may usually use move X, but there’s 1/60th of a second where you may not use move X.”

Discrete

The thing to be banned must be able to be “completely defined.” Imagine that in a fighting game, repeating a certain sequence of five moves over and over is the best tactic in the game. Further suppose that doing so is “taboo” and that players want to ban it. There is no concrete definition of exactly what must be banned. Can players do three repetitions of the five moves? What about two reps? What about one? What about repeating the first four moves and omitting the fifth? Is that okay? The game becomes a test of who is willing to play as closely as possible to the “taboo tactic” without breaking the (arbitrary) letter of the law defining the tactic.

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