Here Comes a New Challenger

Fighting games [fahy-ting gāmz] n. – A genre that consists of games in which players compete in one-on-one combat, usually playing to the best of three rounds. This brand of videogame reached the height of its popularity in the early-to-mid nineties, drawing crowds of arcade-goers to the newest and best releases from the likes of Capcom, SNK, and Midway.
Arcades [ahr-keydz] pl. n. – Amusement centers that house a wide variety of coin-operated videogames. While they remain prominent in Japan, their gradual demise in the United States dragged the fighting game genre kicking and screaming into niche territory. Thanks to a dedicated community, however, fighting games never died out completely.
During the previous console generation, the fighting game genre existed in a state of awkward limbo. With arcades all but completely dead in the States, the few flagship franchises that still yielded new iterations (Soul Calibur, Virtua Fighter, Tekken) quietly shifted their focus more towards consoles. But there was a problem. While fighting games used to enjoy lifecycles in the arcade before eventually being ported for home release, the console versions of last-gen fighters were the first and only ones that most gamers were able to play. Thus, the face-to-face competition that once defined the genre was strangely absent for all but the lucky few who had other fighting fans nearby. The genre had to adapt or else it would continue to stagnate and possibly even completely fade away.
The most obvious move was to bring fighting games online. Thanks to broadband proliferation worldwide and elegant services like Xbox Live, last-gen consoles were able to take a big step towards matching the online multiplayer experience that PC gamers had been enjoying for years. In general, PS2 releases got the shaft while Xbox versions of the same fighting games occasionally got the online treatment.
Fighting games, however, cannot be treated the same as an online shooter or sports game. The reason for this is responsiveness. Fighting games—especially 2D fighters played at a high level—demand precise timing when pulling off complex motions in increments of 1/60th of a second. For frame-counting fighting fans, even the slightest bit of lag can practically invalidate a match. During the last generation, the few fighting games that did provide online play were simply too laggy to even approach the consistency of one-on-one arcade matches. Still, the last generation made one thing clear: online modes were now necessities in fighting games.
Fast Forward (11/25/08): Super Street Fighter II Turbo HD Remix is released.

Last November, eager fans finally got to put HD Remix’s much-hyped online mode to the test. The game released on PSN and Live Arcade after months of delays, and the release date push-backs walked the line between generating buzz and forcing less hardcore fans to lose interest. Once HDR hit, however, it was met with positive reception both from the press and the discerning, protective Street Fighter fanbase. The main reason for this fanfare was simple: the online mode provided virtually lag-free play between broadband users.
To put it simply, HDR was designed from the get-go with proper online play in mind. The popular term for the portion of code in a game’s programming that governs its online playability is “netcode.” In 1up.com’s Ryan Scott’s review of HDR, he compared the game’s netcode to the Google algorithm. While it might seem like a strange analogy, the comparison is plausible. After all, Google’s backbone coding is what made their search engine superior to all competitors at the time of its launch. To the average user, Google’s search engine simply worked better than that of other popular sites, and this is the same response that HDR has received in regard to its online experience.
To understand how HDR’s online play ended up as smooth as it did, we must first go to the source of the game’s development. In charge of development was David Sirlin, long-time participant and leader in the fighting game community. He was a gamer-turned-developer, and he got to spearhead an update to his favorite fighter of all time: Super Street Fighter II Turbo. As a result, HDR was a labor of love, and from the beginning it was being developed from a different angle than other fighters.
Sirlin’s first important decision was to rebalance a 15-year-old fan-favorite. In his blog, Sirlin details the work that went into the gargantuan effort of rebalancing all of the classic characters in opposition to Capcom, the game’s publisher. Capcom wanted a visual update only, leaving the original game’s gameplay completely unchanged. Fortunately for fans, Sirlin soldiered on and successfully produced an honest-to-God update to Super Turbo.
Sirlin’s second crucial choice was to adopt an existing netcode for HDR, and being the fighting aficionado that he is, he knew exactly who to go to.

Tony Cannon is the creator of the fighting game matchmaking program, GGPO. Once again, the PC beat consoles to the punch. Cannon, a longtime fighting game fan and Tournament Director of the Evolution Championship Series, designed GGPO (Good Games Peace Out) to give PC users a central online hub in which they could challenge one another to compete in select fighting games run through an emulator. While there are other services that allow users to connect to each other over different networks, GGPO stood apart from the other software by somehow allowing virtually lag-free matches over decent connections.
On the GGPO website, Cannon briefly explains how it all works:
GGPO uses a peer-to-peer topology to run a complete copy of your game for each player, transmitting controller inputs over the network to keep these copies in sync. Each player’s inputs are sent to their copy of the game without having to wait for their opponent’s to arrive over the network.
If the simulations diverge, GGPO rolls back to the most recent accurate state, corrects the mistake, and jumps back to the current frame, all before the player can notice. This provides the illusion of lag-free gameplay.
So, as fate would have it, Cannon agreed to allow Sirlin and his team to implement the GGPO netcode into HDR. For more details on how the deal went down, you can read this interview with Cannon over at Capcom Unity. If that wasn’t good enough, news eventually got out that Capcom licensed GGPO’s netcode for use in future games. Thus, a new era was born with HDR ushering in a lag-free fighting game renaissance…
Well, not exactly.
In November of last year, it was confirmed in this Event Hubs article that Capcom did not plan on implementing GGPO’s netcode into their next major console release: Street Fighter IV. According to the Capcom rep interviewed in the article, Street Fighter IV’s next-gen graphics and audio require a different sort of latency management that Cannon’s code simply can’t handle.
But what about other upcoming high-profile fighters? With Capcom’s lockdown on the GGPO netcode, no other company will be able to use it. That means that all of the much-anticipated games shown below will offer online play, but their quality remains to be seen.


In a recent interview with Gamasutra, Guilty Gear creator and Arc System Works’ chief designer, Daisuke Ishiwatari made some not-so-positive comments:
I do think there is a definite shift going on right now, with the arcade market shrinking and more people playing at home. The network problems I mentioned earlier are still a factor on the consoles though, and so far, the technology that would equal the zero lag environment of an arcade just doesn’t exist yet.
In the same interview, BlazBlue director Toshimichi Mori spoke his mind on the topic of playing fighting games online:
To tell the truth, I’m a skeptic about making fighting games work online on the consoles. When you’re playing against someone, I think the best communication comes from the fact that you have to share a physical space with your opponent and face off against them.
I worry that if we develop a method of fighting that doesn’t require you to face your opponent, this important communication between players will eventually be lost. That’s why I most want to involve myself with games that encourage this face-to-face interaction. As things stand now, I think this lack of communication is quickly becoming a reality, even in arcades, people are keeping more to themselves, but I’m not giving up. It’s sort of a personal mission of mine.
What Lies Ahead:
The fact that all of the games shown above are even in development for American consoles is a sign that fighting games are better off now than they were last generation. All three of them are next-gen revivals to classic series, and all of them are being developed for the fans. HDR’s online play shined a light on the possibility of virtually lag-free online fighting for all games and series. While Capcom may have GGPO all to themselves for the moment, other developers can still learn from the latency-hiding techniques employed in HDR. This focus on getting netplay right is what developers need to push for more than ever before because now it is actually possible to have playable online fighters. HDR has proven that for 2D fighters, and Street Fighter IV will be the next litmus test for 3D fighter netcode in this new era. They might not be using GGPO as the framework for SFIV’s online mode, but Capcom’s licensing of Cannon’s code indicates that the company is taking smooth online play more seriously than ever.
However the pursuit of lag-free fighting turns out, there is no doubt that there are some great releases coming our way this year. For fans who have been forced to import countless fighters from Japan over the last decade, domestic releases of big-namers like Street Fighter, King of Fighters, and BlazBlue are already causes for celebration amongst the fighting game community. So enjoy the view! For the first time in years, fighting games are punching and kicking their way back into the spotlight. Arcades—may they rest in peace—may finally be ready to pass the torch to the slightly less greasy and infinitely less tenuous venue of the online realm.
Discussion Questions:
- What 2009 fighting game release are you most looking forward to?
- Without GGPO’s netcode, how do you think SFIV’s online play will fair?
- Will arcades ever see a revival in the United States?
- What are the benefits/drawbacks of playing online versus playing locally?
Referenced Articles and Additional Resources:
http://www.capcom-unity.com/s-kill/blog/2008/08/29/ggpo_networking_guru_talks_sf_hd_remix_
http://www.gamasutra.com/view/feature/3902/dodging_striking_winning_the_.php
http://www.eventhubs.com/news/2008/nov/28/capcom-confirms-no-ggpo-street-fighter-4/
http://www.1up.com/do/reviewPage?cId=3171504
http://www.sirlin.net/sf
http://ggpo.net
http://www.2dfighter.com
http://www.shoryuken.com
http://www.evo2k.com





