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                      <p><b><font face="Arial, Helvetica, sans-serif" color="#0000FF"><i><font color="#904C10" size="3">PC 
                        Fight Club</font></i></font></b><br>
                      
                      <div align="right"> <font face="Arial, Helvetica, sans-serif" size="-1">By 
                        <a href="mailto:jsimpson@ravensoft.com">Jake Simpson</a></font></div>
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                  <td width="45%" align="right" valign="top"> 
                    <h5 align="right"><b><font face="Arial, Helvetica, sans-serif" color="#00025E">Vol. 
                      2, Issue 6 <br>
                      December 13, 1999&nbsp; </font></b></h5>
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            <h5 align="right">&nbsp;</h5>
              <p align="left"><font face="Arial, Helvetica, sans-serif">The big 
                point being here that kids can do this much more easily than adults 
                do, and take much greater satisfaction over it. Yes, adults can 
                do it too, we&#146;ve all spent an evening playing <b>Mortal Kombat 
                2</b> on our SNES with our best mate and a few beers, and made 
                with the potty talk, but that&#146;s not the norm for adults. 
                We also would find it hard to do it in person to a total stranger. 
                Of course, many would point to <b>Quake</b> and say in loud voices 
                &#147;oh no we don&#146;t, we talk trash in <b>Quake</b>!&#148; 
                And yes, they&#146;d be right, but <b>Quake</b> is almost completely 
                anonymous. You wouldn&#146;t dream of saying some of the stuff 
                you say in <b>Quake</b> to people you don&#146;t know in person. 
                They might be bigger than you, after all. &#147;Well, fine, then 
                I&#146;ll play Killer Vixens over the internet,&#148; I hear you 
                shout. Well, we&#146;ll deal with that in the next item. The point 
                here is that kids can get into this whole humiliation thing much 
                easier than adults usually do.</font></p>
              <p align="left"><font face="Arial, Helvetica, sans-serif"> Something 
                else that&#146;s worth pointing out here is that these games are 
                often called &#145;twitch games&#146; and there&#146;s a reason 
                for this. You need damn good instant reflexes to play these games 
                well, not only in comprehension times but in reaction times too. 
                Some of the combos in <b>Killer Instinct </b>need you to be a 
                lightning fast octopus to pull off. Kids, traditionally, are better 
                at picking this stuff up than we are, sad to say. We older folks 
                can learn it, there is no doubt, but kids will always have the 
                edge. Fighters traditionally are more about reflexes than experience, 
                since its all reaction, and pro-action.</font></p>
              <p align="left"></p>
              <p align="left"><b><font face="Arial, Helvetica, sans-serif">Networking 
                issues. </font></b></p>
              <p align="left"><font face="Arial, Helvetica, sans-serif">In the 
                last section, we touched on one networking issue that has an impact 
                on how much fun these games are to play. The whole textural communication 
                between players is a thorny subject. In <b>Quake</b>, it&#146;s 
                possible to sit in a corner and type in your messages &#150; <b>Quake 
                III:Arena </b>even has a special mode to show others you are doing 
                this &#150; but in a fighting game, there is no real time to do 
                this, except in between bouts. This communication is an important 
                part of personalizing the humiliation factor involved in these 
                types of games. There are always ways around this &#150; having 
                several pre-entered strings of text, that can be associate with 
                specific fighting events &#150; the successful connection of a 
                round house kick always generates string 4 on the screen: &#147;Eat 
                that, Yankee scum&#148; or whatever... but no one seems to have 
                picked this up yet.</font></p>
              <p align="left"><font face="Arial, Helvetica, sans-serif"> But that&#146;s 
                just touching on the real network issues. We described these games 
                as &#145;twitch games&#146;, and therein lies the rub. The Internet 
                just isn&#146;t fast enough to keep two games concurrent enough, 
                when lightning fast responses are required. </font></p>
              <p align="left"></p>
              <p align="left"><font face="Arial, Helvetica, sans-serif">These 
                games are all about instant responses to actions &#150; you press 
                your front kick button and I hit the block button - which requires 
                an instant response across the Internet. And everyone knows how 
                scary the net can be for losing or delaying packets. <b>Quake 
                II </b>gets around this kind of thing by having some prediction 
                built into it, so when your client loses track of the server for 
                a few milliseconds, your game predicts what the server would be 
                telling you, so when the game re-establishes itself, you don&#146;t 
                notice the difference. Well, that&#146;s the idea anyway. However, 
                often the prediction is wrong, and people leap about the place, 
                putting themselves where the server says they are, rather than 
                where your client thinks they should be. Anyway, this kind of 
                propping up of the Internets failings won&#146;t work in a situation 
                where you rely on almost instantaneous responses. </font></p>
              <p align="left"></p>
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              <p align="left"><font face="Arial, Helvetica, sans-serif"> </font><font face="Arial, Helvetica, sans-serif"> </loonystart>
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<p><i><font face="Arial, Helvetica, sans-serif" size="-2">Credits: Illustration 
  &copy; 1999 Kevin 'Rorshach' Johnstone. This article is &copy; 1999 Jake Simpson. 
  All other content is &copy; 1999 loonyboi productions. Unauthorized reproduction 
  is prohibited. So don't do it, or we'll beat you to a bloody pulp.</font></i></p>
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