Home - Cal Expo - Cal Expo & State Fair

Harness players

Cal expo's Tuesday and Wednesday cards are here and as much as I'd never really liked that track, it is a mile track and I only truly handicap and play 2 turn harness tracks. Anybody want to share some picks and take down some pools tonight? I'll be spending an hour or so later with the harness eye (which is the only tool to use with standardbreds) and will have 1-4 horses a race that I feel can win. If we can put our horses together and see where we differ or see where we feel the same it can definitely help. Just looking for some type of social interaction in the new normal way I guess. Lmk guys and good luck. Btw I'm also getting better at Will Rogers and even Fonner where I had a positive ROI at both yesterday. Later
submitted by Brian_Fucci to horseracing [link] [comments]

Kickstarter Roundup: Sep 29, 2019 | 30+ Ending Soon (including: Everdell: Spirecrest & Bellfaire) & 40+ New This Week (including: Time of Legends: Destinies)

Ending Soon

Project Info Players Backers Min / Avg Pledge Ends Comments
Aeon Trespass: Odyssey AeonTrespass:Odyssey is an epic 1-4 player massive campaign game of adventures, base building and tactical battles with giant monsters. // Has raised $992,972 of $50,000 so far. (~1985%) ☑ 1 - 4 7637 $69 / $130 Sep 30 kicktraq bgg
DEAD+GONE: A Competitive Horror Game An easy to understand, competitive horror game played with decks of cards featuring horror movie tropes and charming artwork. // Has raised $3,197 AUD of $3,000 AUD so far. (~106%) ☑ 2 - 2 43 $31 / $74 AUD Sep 30 kicktraq
Squire for Hire - Micro Tile-Based Card Game Micro strategy card game for 1-2 players. Complete quests by adding new tile-based loot cards to your bag. // Has raised $21,832 CAD of $1,100 CAD so far. (~1984%) ☑ 1 - 2 1277 $10 / $17 CAD Sep 30 kicktraq bgg
Board Game Cafe Frenzy Create a board game café on your table! More than just a trick-taking, it's a tactical card game with numerous elements and mechanics! // Has raised €8,176 of €4,000 so far. (~204%) ☑ 2 - 5 214 $22 / €38 Sep 30 kicktraq bgg
LOTS: A Competitive Tower Building Game A three-dimensional puzzle game for 1 to 4 builders. // Has raised $12,773 of $7,000 so far. (~182%) ☑ 1 - 4 515 $25 / $25 Sep 30 kicktraq bgg
MY LITTLE DUNGEON: Cleric Vs Necromancer edition A collectable portable dungeon crawler boardgame, to fight your enemies everywhere! // Has raised €1,161 of €150 so far. (~774%) ☑ 2 - 2 40 $26 / €29 Sep 30 kicktraq
Reigns: The Council A regal asymmetric party game for 3-6 players with bluffs and betrayals, designed by Bruno Faidutti and Hervé Marly. // Has raised £94,134 of £65,000 so far. (~144%) ☑ 3 - 6 2563 $35 / £37 Oct 01 kicktraq bgg
Moonrakers A tabletop game of shipbuilding, temporary alliances, and shrewd negotiation. // Has raised $369,288 of $40,000 so far. (~923%) ☑ 1 - 5 5765 $55 / $64 Oct 01 kicktraq bgg
Hasty Baker the card game Players race to collect the ingredients needed for their recipes before others sabotage them! // Has raised $9,659 of $6,000 so far. (~160%) ☑ ? - ? 250 $20 / $39 Oct 01 kicktraq
Power Rangers: Heroes of the Grid Phase 2 - Back to the Grid Power up your game with new expansions for the hit tabletop game: Power Rangers: Heroes of the Grid! // Has raised $234,348 of $25,000 so far. (~937%) ☑ 1 - 5 2251 $40 / $104 Oct 01 kicktraq bgg #expansion
Plant Rabbit Hawk: A Card Game A modern take to the classic Rock Paper Scissors. // Has raised $500 of $500 so far. (~100%) ☑ 2 - 2 19 $25 / $26 Oct 01 kicktraq
LumberJerks A fast-paced, take-that, lumberjack-themed card game. Chop block your friends and be the first to yell timber! // Has raised $8,361 of $8,000 so far. (~104%) ☑ 2 - 5 207 $16 / $40 Oct 02 kicktraq bgg
Light Hunters: Wind of the Dunes & Tide of Atlantis Light Hunters Expansion II, Pandora Edition & Duel mode // Has raised €12,303 of €8,000 so far. (~153%) ☑ 2 - 8 334 $15 / €38 Oct 02 kicktraq #expansion
MYRACLIA: Draft - Terraform - Expand New board game by Rudy Priecinsky // Has raised $15,977 of $7,000 so far. (~228%) ☑ 2 - 5 355 $29 / $45 Oct 02 kicktraq bgg
Solar Storm: Work Together or Die Alone A cooperative hand management survival game, for 1-4 players. Work together to repair the ship before you burn in the scorching abyss. // Has raised £47,126 of £5,800 so far. (~812%) ☑ 1 - 4 2032 $23 / £23 Oct 03 kicktraq bgg
The Isofarian Guard A 1-2 player narrative driven boardgame featuring a fully voice acted storyline and musical score powered by Forteller! // Has raised $184,972 of $54,000 so far. (~342%) ☑ 1 - 2 2790 $79 / $66 Oct 03 kicktraq bgg
Donning the purple + Votes & Virtue expansion How would you rule the Roman empire? Show your true colors in this asymmetrical king of the hill game. // Has raised kr420,908 NOK of kr110,000 NOK so far. (~382%) ☑ 1 - 3 787 $36 / kr535 NOK Oct 03 kicktraq bgg #expansion #reprint
Everdell: Spirecrest & Bellfaire Introducing two exciting new expansions for Everdell! Expand Everdell up to 6 players, and travel to the far-off Spirecrest Mountains! // Has raised $823,214 of $30,000 so far. (~2744%) ☑ ? - 6 9550 $25 / $86 Oct 03 kicktraq bgg #expansion
Copenhagen: New Facades Expand the world of Copenhagen with a new Queenie and some attractive bundles. // Has raised $31,196 of $3,000 so far. (~1039%) ☑ ? - ? 686 $9 / $45 Oct 03 kicktraq bgg #expansion
Mint Cooperative Mint Cooperative puts you and your fellow superheroes to work delivering the citizens of Mintopia from the threat of periodontal peril! // Has raised $81,719 of $10,000 so far. (~817%) ☑ 1 - 4 5345 $10 / $15 Oct 04 kicktraq bgg
Bard Party A Fantasy Card Game about the ludicrous love lives of Bards. // Has raised $4,102 of $5,500 so far. (~74%) ? - ? 76 $15 / $54 Oct 04 kicktraq
PartyWarriors PartyWarriors is a card game created with Backers,for Backers. Will be the official RAGE game in Mexico, home of the Quetzaladder Award // Has raised MX$90,919 of MX$80,000 so far. (~113%) ☑ 2 - 6 61 $16 / MX$1490 Oct 04 kicktraq bgg
Edge of Darkness: Cliffs of Coldharbor A new expansion for the card crafting, worker placement game with variable Locations, designed by John D Clair // Has raised $192,043 of $50,000 so far. (~384%) ☑ 2 - 4 2880 $40 / $67 Oct 04 kicktraq bgg #expansion
Barbarians: The Invasion 2nd Ed Become the warlord of a barbarian clan and guide them to the invasion of the lands of Thunmar! // Has raised €88,455 of €30,000 so far. (~294%) ☑ 1 - 4 1924 $31 / €46 Oct 04 kicktraq bgg #newedition
BOARD ROYALE - SURVIVAL CARD GAME A card game about survival and volatile friendships! Unique Mechanics, Highly Strategic and Highly socializing. // Has raised $151,769 CAD of $30,000 CAD so far. (~505%) ☑ 3 - 6 2075 $25 / $73 CAD Oct 05 kicktraq bgg
Caissa's Revenge Caissa's Revenge // Has raised $6,022 of $8,825 so far. (~68%) 2 - 2 35 $25 / $172 Oct 05 kicktraq
Unbearable Warfare Card Game Unbearable Warfare is a strategic card game that is dangerously addictive. // Has raised $3,161 of $3,400 so far. (~92%) 2 - 6 26 $20 / $122 Oct 05 kicktraq
Dark Flow A 1-4 player strategy board game with highly detailed miniatures where you command troops and try to conquer Elipsion. // Has raised €65,946 of €60,000 so far. (~109%) ☑ 1 - 6 614 $94 / €107 Oct 05 kicktraq bgg
1987 Channel Tunnel & 1942 USS Yorktown Looping Games presents 2 new games in the 1900 series. // Has raised €14,029 of €1,000 so far. (~1402%) ☑ 1 - 4 258 $25 / €54 Oct 05 kicktraq bgg
NICE TRY – The Challenge Party Game Compete with your friends in a series of mini games. Take on fast, crazy and hilarious challenges for mind, body and dexterity! // Has raised €8,048 of €10,000 so far. (~80%) 4 - 24 155 $12 / €52 Oct 06 kicktraq bgg

New This Week

Project Info Players Backers Min / Avg Pledge Ends Comments
ABOVE TOP SECRET - The Official Re-Launch ABOVE TOP SECRET is a turn-based strategic card game featuring stealth and secret technology as your defense systems. // Has raised $2,663 AUD of $20,690 AUD so far. (~12%) 2 - 2 84 $34 / $32 AUD Oct 27
ArchRavels Spin into the colorful world of fiber arts! Collect, Craft, and Compete against your friendly rivals. // Has raised $40,133 of $24,000 so far. (~167%) ☑ 2 - 4 692 $35 / $58 Oct 19 bgg
ArcWorlde: Second Edition A new tabletop game of narrative battles, set in a quirky fantasy world and brought to life by unique hand-sculpted miniatures. // Has raised £13,383 of £5,000 so far. (~267%) ☑ 2 - 2 266 $37 / £50 Oct 25 bgg #newedition
Area 51 51 is a game that lets you work cooperatively with your friends to uncover the secrets that the government has been hiding for decades. // Has raised $3 of $10,000 so far. (~0%) ? - ? 3 $15 / $1 Nov 24 #hmm
Bank Heist An action-packed social deduction board game for 5 - 8 players. // Has raised $8,818 of $6,000 so far. (~146%) ☑ 5 - 8 141 $25 / $63 Oct 24 bgg #take2
Barbarians: The Invasion 2nd Ed Become the warlord of a barbarian clan and guide them to the invasion of the lands of Thunmar! // Has raised €88,455 of €30,000 so far. (~294%) ☑ 1 - 4 1924 $31 / €46 Oct 04 bgg #newedition
Beasty Borders Farmer vs Forester: domesticated animals vs wild animals. Make the biggest groups in this Roll&Place game. Limited edition: 300 or less // Has raised €2,330 of €300 so far. (~776%) ☑ 2 - 2 70 $20 / €33 Oct 07 bgg
Beneath The underground city of Stonewatch, the pride of the Dwarven Kingdom, lies in ruins. Its time for a new Dwarf to rise to power. // Has raised £11,278 of £43,750 so far. (~25%) 1 - 4 215 $78 / £52 Oct 17 bgg #take2
Camp Pinetop A Family game for 1 to 5 players. // Has raised $8,410 of $15,000 so far. (~56%) 1 - 5 326 $20 / $26 Oct 18 bgg
CONSENT A provocative adult card game with a positive social twist. // Has raised $2,589 of $10,000 so far. (~25%) 2 - 20 37 $25 / $70 Oct 24
Copenhagen: New Facades Expand the world of Copenhagen with a new Queenie and some attractive bundles. // Has raised $31,196 of $3,000 so far. (~1039%) ☑ ? - ? 686 $9 / $45 Oct 03 bgg #expansion
Custom Manager Cards for Pine Tar Baseball Tabletop Game A set of 108 unique baseball managers printed on 54 cards. Each team will have a minimum of four managerial options. // Has raised $282 of $200 so far. (~141%) ☑ 2 - 2 13 $14 / $22 Oct 08 #expansion
Dance Card! A refreshing new board game of dance floor strategy! // Has raised $14,693 of $20,000 so far. (~73%) 1 - 4 169 $45 / $87 Oct 15 bgg #take2
Deadly Doodles Expansion Expanding Deadly Doodles with new boards, new mechanics, and more wacky dungeon crawling fun! // Has raised $12,868 of $10,000 so far. (~128%) ☑ 1 - 4 296 $25 / $43 Oct 11 bgg #expansion
Edge of Darkness: Cliffs of Coldharbor A new expansion for the card crafting, worker placement game with variable Locations, designed by John D Clair // Has raised $192,043 of $50,000 so far. (~384%) ☑ 2 - 4 2880 $40 / $67 Oct 04 bgg #expansion
Good Gods! A card-based strategy game inspired by Greek history, mythology, and artwork. // Has raised $684 of $25,000 so far. (~2%) ? - ? 22 $20 / $31 Oct 28
Heroes of Levendale A competitive collectible trading card game set in a fantastical expansive universe. // Has raised $7,851 of $10,000 so far. (~78%) 2 - ? 132 $25 / $59 Oct 16
KAMBA Tongue twisting, table thumping turmoil. // Has raised £0 of £1,000 so far. (~0%) 3 - ? 0 $9 / NA Nov 10
Madeira Madeira, the classic strategy game returns in an exclusive Collector’s Edition Big Box // Has raised €143,485 of €20,000 so far. (~717%) ☑ 2 - 4 2154 $32 / €67 Oct 11 bgg #newedition #expansion
Monkeys vs Lemurs: Conquer The Jungle Caution! - Extremely addictive card game! Choose your side, conquer the jungle and weep the tears of your enemies! // Has raised £2,930 of £7,000 so far. (~41%) 3 - 8 48 $15 / £61 Oct 25
New build yourself logical boardgame.three ways to play Build yourself logic boardgame. // Has raised €0 of €3,600 so far. (~0%) 2 - 2 0 $3 / NA Nov 22 #hmm
Night Parade of 100 Demons: the Board Game Night Parade of 100 Demons is a fast-paced, innovative, board game which centers around mystical beings appeared in Ancient folklore. // Has raised HK$0 of HK$48,000 so far. (~0%) 2 - 2 0 $39 / NA Oct 26
Noah & Sons: Master Ship Builders A 1-4 player construction game wherein the playerteam must cooperate & communicate in order to build Noah's Ark before the Great Flood! // Has raised $0 of $12,000 so far. (~0%) 1 - 4 0 $25 / NA Oct 30
Oregano: The Veggie Cardgame A card game that teaches kids and families about the fruits and veggies we eat! // Has raised $3,495 of $8,000 so far. (~43%) ? - ? 56 $10 / $62 Oct 23
Pitch Deck: The Party Game for Entrepreneurs An improv game where you pitch pretend business ideas that are both funny and fundable! // Has raised $10,832 of $7,500 so far. (~144%) ☑ 3 - 8 207 $39 / $52 Oct 26
Quest For Gaia A galactic saga for 1-5 players in under 2 hours. In this Euro-style game, create player made races and shape unique civilizations! // Has raised $4,274 of $30,000 so far. (~14%) 1 - 5 67 $70 / $64 Oct 23 bgg #take2
REAL RECOGNIZE REEL: BLACK TV SITCOMS It's trivia, but more fun! // Has raised $200 of $5,000 so far. (~4%) 3 - ? 8 $25 / $25 Oct 16
ROCK BAND FIGHTS EVIL A rock band flees the hordes of Hell. Hell wants to collect promised souls and retrieve Satan's moody and rebellious wayward son. // Has raised $0 of $3,660 so far. (~0%) 2 - ? 0 $10 / NA Oct 27
Ruins of Mars Ruins of Mars is an action selection, engine builder with a unique shifting resource mechanism that makes each action vary turn-by-turn // Has raised $8,891 of $10,000 so far. (~88%) 2 - 4 352 $29 / $25 Oct 18 bgg
Saints and Scoundrels Card Game A pulp-era detective themed bluffing card game...with a psychotic doctor. // Has raised $2,483 of $2,750 so far. (~90%) 2 - 6 46 $25 / $54 Oct 24 bgg
Seekers Beyond The Shroud Seekers Beyond The Shroud is an urban occult solo tabletop roleplaying game from Blackoath Entertainment and Exalted Funeral. // Has raised $11,815 of $5,000 so far. (~236%) ☑ 1 - 1 320 $12 / $37 Oct 27
Seven Bridges - A Stroll & Write Board Game Come explore the European city of Königsberg and learn about the puzzle that made its seven bridges famous! // Has raised $8,336 of $28,500 so far. (~29%) 1 - 6 263 $27 / $32 Oct 18 bgg
Sovereign Skies Sovereign Skies is a 45 minute sci-fi worker-movement strategy game for 1-4 players. Will you reign at the edge of the galaxy? // Has raised $24,424 of $12,000 so far. (~203%) ☑ 1 - 4 604 $29 / $40 Oct 22 bgg #take2
Tapped Four Tapped Four is a Strategic & Addictive Card Game. Entertainment for the whole family. "Tap In, but don't get Tapped Out!" // Has raised $1,383 of $50,000 so far. (~2%) 2 - 8 18 $25 / $77 Oct 24
The Ghosts Betwixt A cooperative and soloable Dungeon Crawling tabletop game set in the 1990s haunted heartland. // Has raised $12,485 of $22,000 so far. (~56%) 1 - 4 186 $59 / $67 Oct 24 bgg #take2
The Grand Carnival Design, build, and run the perfect carnival. A puzzley, polyomino game for 2 to 4 players. // Has raised $25,551 of $15,000 so far. (~170%) ☑ 2 - 4 628 $39 / $41 Oct 10 bgg
The Quest Kids A tabletop game of fantasy adventure for heroes 5 years old and up. // Has raised $11,581 of $15,000 so far. (~77%) 2 - 4 262 $34 / $44 Oct 23 bgg
The Truth Is: An Inappropriate Card Game Inappropriate Questions You've Been Dying to Ask Your Friends! // Has raised $0 of $3,700 so far. (~0%) 2 - 6 0 $20 / NA Oct 27
Throwing Your Old Car Batteries Into The Ocean THE CARD GAME! // Has raised $1 of $400 so far. (~0%) ? - ? 1 $25 / NA Oct 16 #hmm
Time of Legends: Destinies Narrative, app-driven, RPG-like board game experience like no others! // Has raised $345,568 of $40,000 so far. (~863%) ☑ 1 - 3 5249 $49 / $66 Oct 16 bgg
Unicorn Fever A betting tactical game where you exploit unwitting unicorns and their mindless desire to run on rainbows for profit... and glory! // Has raised €95,769 of €30,000 so far. (~319%) ☑ 2 - 6 1625 $33 / €59 Oct 15 bgg
Up Cat The cat stacking game! It is like solitaire but it is not. // Has raised $178 of $86,169 so far. (~0%) ? - ? 9 $50 / $20 Nov 06
Wise Words: The Card Game Wise Words is a card game that combines fun, laughter, and wisdom. We need all three! // Has raised $226 of $12,000 so far. (~1%) 2 - 8 16 $16 / $14 Nov 21

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Footnotes

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submitted by Zelbinian to boardgames [link] [comments]

A thousand words wasn't enough? Here's five thousand.

List acquired here.
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Why would anyone pay 29 dollars and 99 cents for fantasy strike?!

I'm dividing this post into 8 parts (with this being part 1/8) and the TLDR is at the bottom of part 8 for those who don't like reading ​
Okay, so within a few days from the time that I post this, fantasy strike will be released on the switch. To be more specific, it's being released on July 25 2019. David Sirlin (or Sirloin, or Sorelamb, or Sourlion, or Serialemon however the hell you wanna spell it) even wrote an article on the fantasy strike website talking about this, but that article didn't specify what the price of the game would be, so I had to go to this other article to see. https://www.touchtapplay.com/fighting-game-fantasy-strike-launches-on-nintendo-switch-next-month/

Fantasy Strike will be released on the Nintendo Switch eShop on July 25th for the price of $29.99 USD

When I read this, the first thing I thought was "WTF!?" he is going to release this game on the switch for.... THIRTY DOLLARS?!!? WHY??!!!! It was PERFECTLY FINE AT 20, MAN! In fact, I would say that the price should be LOWERED, not RAISED. This is such a BIG motherfucking oopsie and I bet pewdiepie would 100% agree with me on that. I mean, you've already got several people writing steam reviews and complaining, talking about how the price of the game is too much for a game with so little, and if you don't believe me, you can just go look at some of those reviews to see for yourself. You can also find people here on reddit, on steam, the fantasy strike forums itself, and even also within the fantasy strike discord itself, also complaining about the price of the game, and you're telling me you want to raise the price to 30 dollars, thus resulting in even more complaints and upset people????????????????????!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

The other day, one upset customer brainfraud whose discord account is now deleted, was brave enough to confront David Sirlin in his discord, demanding to know why there weren't any surprises within the game, and why the price of the game was at 20 dollars and not something lower. Here's the screenshot of that conversation, also, if you think I'm taking any of this shit outta context or something, you can just go in their discord and search "the game being 20 dollars was a big part" and find it and read it fully. https://i.imgur.com/dirY8lQ.png

Now get this, ladies and gentlemen: Sirlin told the customer that the reason he thinks his game is worth 20 dollars and will be worth 30 dollars for the Switch is because it, and I quote, "Took hundreds of thousands of dollars and years to make" and "will take hundreds of thousands more dollars to finish too". There are 3 major fucking issues with this stupid-ass argument of his, and I'm gonna be a nice person, address these issues with that argument, and educate David Sirlin so that he can learn a valuable thing or two and greatly improve.

The first major problem with this argument is that just because it "Took hundreds of dollars and years to make" doesn't necessarily justify it being at 20 dollars. You can invest "hundreds of dollars and years" into making a mud pie, but that wouldn't automatically make those mud pies worth 20 dollars, let alone 30. The same thing goes for games that very few people are giving a damn about. There are game developers who put more effort and invest more into their games than Sirlin does, yet they choose to be nice and sell the game for less money. Sometimes they even make it playable for free. Others will genuinely believe that their game is worth more than 30 dollars and will sell it for more, and others will start the price of the game at something like 50 or 60 dollars, but then drop it to like 30, 20, or 10 dollars or something. You once had to pay money for Counter Strike Global Offensive, but now it is free on steam. Games like Street Fighter V costed a full 60 dollars when it first came out, but eventually dropped to like 30 or 20 dollars because the developers of that game decided that 60 dollars was not a fair price and lowered it. When I was a kid, we had to pay good money for Gameboy Advance, Sony PSP, and Nintendo DS Lite games before emulators became a thing and then we would have access to all of these games for free. There are many more examples, but these are just a few that I could think of at the top of my head.

The second major problem with this argument is that, not only does it not take into account the fact that sometimes you can make just as much money selling the game at a lower price, if not more, but it also completely ignores the whole concept of supply and demand, which is that if there is a low supply and high demand for something, then it makes sense to have a high price for it, while if there is high supply and low demand, then it makes sense to have a low price for it. Steamcharts shows that fantasy strike has little to no players, so maybe it did make sense to have the game at 20 or 30 dollars back in 2017 when it first came out on steam, just to see if there would be a high demand for it or a low demand for it, but now we see that there is just a very low demand for fantasy strike, so it would just make sense to either lower the price of the game or keep it at 20 dollars, but certainly not raise it. There are exceptions, like the aforementioned Counter Strike Global Offensive which could keep selling for money but is instead free, but that high demand for fantasy strike that you were hoping for isn't existing.

I also said that you can oftentimes make just as much money selling things at a lower price, if not more, and that can be proven too. You just need to look at successful stores such as Walmart, which have very cheap and low prices, and yet still have hundreds if not thousands of customers daily and make so much money daily, simply because there is a high supply and high demand for their product, as well as low prices to attract far more customers than they would if they had high prices, but there just isn't that high of a demand for fantasy strike and there never really was.

You can also consider the following scenario: You are currently trying to sell fantasy strike for it's default price, which is 20 dollars. Some people have decided that they are interested in buying your product. Let's call these 7 people Ai, Bi, Ci, Di, Ei, Fi, and Gi (cause I'm too goddamn lazy to come up with better names). Ai and Bi have 30 dollars to spare, Ci has 20 dollars to spare, while Di, Ei, Fi, and Gi, only have 10 dollars to spare, so those 4 can't afford fantasy strike while the other 3 people can. In this case, you would be making a total of 60 dollars selling fantasy strike, because Ai, Bi, and Ci can pay 20 dollars each for it and play, but Di, Ei, Fi, and Gi can't pay for it. Now imagine what would happen if people now had to pay 30 dollars for fantasy strike. Suddenly, only Ai and Bi could buy it, while the other 5 friends can't buy it, so you would still technically be making a total of 60 dollars selling fantasy strike, but then the game wouldn't have as many players, and then people would be complaining about not only the unfair price, but also the low player population. So what would be the best thing to do in this situation? You could simply lower the price of the game to 10 dollars so that Ai, Bi, Ci, Di, Ei, Fi, and Gi can all afford it and pay 10 dollars each for it, and guess what? Not only are you making a total of 70 dollars selling fantasy strike instead of just the usual 60, despite lowering the price, but also, there are now more players and the player population has grown. Now let's take this 1 step further and say that, instead of just 7 people looking to buy your game, there are 7 million people looking to buy your game. 1 million of them can afford to pay up to 30 dollars, and another million can afford to pay up to 20 dollars, but the other 6 million can only afford to pay up to 10 dollars. Do you want to make a total of 70 million dollars, 40 million dollars, or 30 million dollars? If you want to make only 30 million, raise the price of the game to 30 dollars and make 6 million people unhappy because they can't afford it. If you want to make only 40 million, keep the price at 20 dollars and make 5 million people unhappy. If you want to make 70 million, lower the price to 10 dollars and make all 7 million of those people very happy, which is what I would definitely do. This is the kind of thing that game developers, business owners, salespeople, money-makers, and any and all entrepreneurs need to consider when determine the prices of their products for their customers. You want to try to opt for a bigger and larger playerbase, as well as more customers and more money, not less. In other words, you can't simply just think in terms of "I will make the price 20 dollars and then raise it to 30 because I put time and money into it". This is why many of your other games like that "Kongai" crap and that so-called "Chess 2" were both a sheer mess, because you think in such incredibly simplified terms and you don't look at the bigger picture, and I will go into more detail about Kongai later.

Here is the third problem with that argument: The idea that the value of something should be based on how much "time," "effort," or "money" that was invested into it is known as "The Labor Theory Of Value". Wikipedia fully, and more accurately (i guess?) defines the Labor Theory Of Value as "a heterodox theory of value that argues that the economic value of a good or service is determined by the total amount of "socially necessary labor" required to produce it, rather than by the use or pleasure its owner gets from it (demand) and its scarcity (supply)." Sirlin even said, and I quote, "I'm not hating on pucnh planet, but I mean....Fantasy Strike costs massively more to develop so you sure hope it can sell more." So he really does believe that fantasy strike will sell more than Punch Planet simply because it costed "massively more to develop". https://i.imgur.com/ZwSnSKC.png Remember the mud pie argument that I used earlier, about how you could invest so much into a mud pie and it still wouldn't automatically mean that selling it for 20 dollars is fair? Yeah, that mud pie can also cost "massively" to develop and it still wouldn't mean that putting it at 20 dollars is fair. That is the common mud pie argument used to easily debunk the Labor Theory Of Value, and I've used it to debunk Sirlin's idea that the amount that he invests into fantasy strike justifies it's unfair price. Ben Shapiro also uses the mud pie argument to debunk the Labor Theory Of Value in this youtube video. https://youtu.be/Y9O-NoccXQQ?t=192

Not only that, but, nobody really knows how much "time" "energy" "money" or "effort" you really put into fantasy strike. How much money and time did you invest into designing fantasy strike's graphics? 50 dollars 40 days 2 hours and 30 seconds? How much money and time did you invest into creating the models? 40 dollars 100 days 3 hours and 11 seconds? How much money and time did you invest into programming everything? 200 dollars 10 days 5 hours and 56 seconds? We don't know any of this, and I doubt you even kept track of exactly how much you invest into all these things? Yet you want to make us pay 20 dollars, and then 30 dollars when the game comes out? Thus reducing the amount of players who can afford it and then resulting in an even lower and worse player population? Even one of your own buddies agrees that fantasy strike is better off being sold at 10 dollars. He says, and I quote, "if it was $10 it would never die" https://i.imgur.com/om7U36y.png So why not take this person's advice? How do you trust this person enough to put 'em in charge of moderating your discord, but not enough to suggest to you that you should lower the price of the game???

Those are the 3 problems I have with that terrible argument.

Did I forget to mention that, when you're paying 30 dollars for fantasy strike on the switch, you aren't paying just 30 dollars? No, you're also gonna have to pay an additional 20 dollars EVERY MOTHERFUCKING YEAR just to play fantasy strike online because in 2018 NiN10Doh decided to start charging money for their dogshit paid online membership. https://www.youtube.com/watch?v=t2MbclhRzmg

So that means you're paying a total of 50 dollars which will result in even more complaints, and if for whatever reason you stop paying the required monthly or yearly cost or you miss the deadline or something... well fuck you; not only can you not play fantasy strike online anymore, but you also lose any saved data that you had, and the developers keep your money, even though playing online was completely free on the previous Nintendo consoles like the Wii U, 3DS, and Nintendo DS. You can even just stick to the steam version and not buy fantasy strike on the stupid switch console at all, where you only have to pay 30 dollars and you are not charged any additional fees to play online (and sometimes you can get it for even less when there are special sales going on such as Black Friday). In fact, if you have a copy of fantasy strike on steam, but your friend or family member doesn't and they want to play too, you can simply use steam's family sharing feature to allow their steam account to play your copy of fantasy strike, thus saving them money, instead of having both you and your friend each dish out a combined total of 100 dollars to play online on switch.

Now, here's Sirlin's article on the fantasy strike website about the game being released on July 25 2019. http://www.fantasystrike.com/blog/2019/fantasy-strike-will-launch-on-nintendo-switch-playstation-4-pc-on-july-25

Let's read it, shall we?

We’ve been working on Fantasy Strike for FOUR YEARS, so it’s with great excitement that we finally announce the upcoming launch of the game. On July 25th 2019, it will come to Nintendo Switch, PlayStation 4, and Steam (Windows, Mac, and Linux).

First of all, it's already on Steam and you're acting like it hasn't been out on steam yet when it has, since 2017. It's just, only now, coming to the switch and playstation, so it should say "It has been on steam for years now and it will come to Nintendo Switch and Playstation 4" period, not "it will come to Nintendo Swtich, Playstation 4, and Steam". Secondly, didn't Sirlin himself admit several times in his discord that developing, porting, releasing, and selling the game on linux proved to be a horrible idea, due to the fact that only like 10 people purchased it? https://i.imgur.com/7Ld3lrn.png Why is he still trying to sell the game on Linux when he could just stick to Windows and Mac and save money?

Over the years, we’ve vastly improved the graphics of the game,

You call this a vast improvement?? https://www.youtube.com/watch?v=0MCka4Z_fNQ

Also here is what fantasy strike looked like in 2016 for comparison. https://www.youtube.com/watch?v=BjsC3oSgFzg

The only big difference is a few of the animations, but.... it doesn't really look like a vast improvement, does it?

In fact, I find the 2016 graphics in this youtube video to be way better and more 3D'ish than the current version, so it looks like it got worse in the current build. https://www.youtube.com/watch?v=u8MmuY_WoOU In fact, there's even a stage that looks like the classic Street Fighter training stage with the grey checkerboards and the big red line in the middle, which isn't in the latest version. Here are the two of them, side-by-side https://i.imgur.com/tiRdO1V.png

We’ve especially worked on the online play, both the technical side and the UI side to make it all as smooth as possible.

Then why did you sit idly by and ignorantly allow "an insidious matchmaking bug" TO RUN RAMPANT AND MESS UP THE ONLINE PLAY FOR OVER 1.5 YEARS STRAIGHT?????? Oh, I know why you took so long to fix that bug; because you and your discordians were too busy sitting idly by, HOPING, HOPING, HOPING, HOPING, HOPING, and endlessly HOPING over and over that fantasy strike would do well on the consoles, right? https://i.imgur.com/LHrhF5O.png or maybe it's because you were just too busy "vastly" improving graphics, adding "innovative" features", and putting crappy laggy glitchy tutorial videos in the game that barely work and barely help, instead of prioritizing bugs/gltiches and fixing them, because polishing some little graphics is way more important than fixing the one thing that was outright killing your game, am I right? I'll go more into detail about that later, but let's just continue. After all, when Super Smash Brothers Ultimate first came out, that game also had a matchmaking bug where you would choose a ruleset and then get thrown into a match with completely different rules that what you selected, and Nintendo at least had the decency to quickly patch that bug within like a few weeks. Hundreds of people were still pissed and outraged about it though https://www.reddit.com/smashbros/comments/a494rq/online_in_its_current_state_is_very_concerning/ https://www.reddit.com/Games/comments/a4hrn3/the_online_features_for_smash_bros_ultimate_are/ https://www.reddit.com/SmashBrosUltimate/comments/a43p9d/smash_ultimate_online_is_actuallyterrible_please/ so one of your mates who said in your discord that super angry "is far more likely to lead to action of some sort" wasn't kidding when they said this, because they're right. People were super angry about this matchmaking bug and it got Nintendo's attention which lead to them fixing the bug, because naturally, anger can sometimes be a good motivator (although it's also wise to keep anger in check too). Let this be a lesson to learn David Sirlin, and another opportunity to improve your I.Q..... graphics can wait; you need to prioritize bug fixes over graphics, especially ones that kill your game, then maybe you wouldn't be stuck in this fucking financial mess of yours that you put yourself in. https://i.imgur.com/w2EgP4L.png

We’ve traveled across the country to over a dozen trade shows and conventions such as Evolution, Penny Arcade Expo, PlayStation Experience and NorCal Regionals. The response at all these has been phenomenal with our booth packed almost all the time. The thing we’ve heard repeatedly at every single event is: “Great game,

Yeah, it's so "great" until they go into the online matchmaking and get their asses kicked by a tournament-winning professional champion grandmaster player like CWheezy22 then quit the game because it's still too hard for them, despite the controls being simplified. https://i.imgur.com/nzxR8yM.jpg They will even cry about how "there are no surprises" and how "there is no secret tech i can pull out vs a lvl91 player" https://i.imgur.com/pDlew9d.png I bet that's what happened when you tried to sell the game on linux; a bunch of people bought the game, played it, realized that it was still too hard for them despite having simple controls, could not handle getting wrecked by someone with thousands of hours of playtime, and then quit, thus deterring other people from buying the game since there were now very few and fewer players. Did you even tell these people at the trade shows that they could get it on steam instead of having to wait for the full console releases?

Also, to the person in the fantasy strike discord who asked 'what are "surprises" in this context?' and didn't understand what the customer meant when he was talking about how "in usfiv i could win by playing dan because ppl lackled knowledge of the chgaracter," "this omniraptor guy im playing against knows every matchup and every move, ect there is nothing i can surprise him with," "my point still stands, there are no surprises," "if your casual in another game maybe you have tricks that other ppl dont know about gimmicks because the rosters are so large even pros have trouble with low tier chars sometimes because they arnt played often," "there is 10 chars and they have the basic functions if you play the game you're not going to be sutrprised by anything," https://i.imgur.com/YeYKta7.png allow me to shed some light on what the customer meant when he said that.

You see, there's an old saying by Mark Twain that goes, "There are some things that can beat smartness and foresight. Awkwardness and stupidity can. The best swordsman in the world doesn't need to fear the second best swordsman in the world; no, the person for him to be afraid of is some ignorant antagonist who has never had a sword in his hand before; he doesn't do the thing he ought to do, and so the expert isn't prepared for him; he does the thing he ought not to do; and often it catches the expert out and ends him on the spot."

This little paradigm is something that is present a lot in fighting games that aren't really simple, but aren't really so complicated either as people make them out to be, and it does greatly contribute to all the hype and excitement of many fighting games, even if you may not realize it. The last part of that quote, "he doesn't do the thing he ought to do, and so the expert isn't prepared for him; he does the thing he ought not to do; and often it catches the expert out and ends him on the spot" is the most important part in a fighting game where so-called "noobs" tend to beat "much better" players. What this means is that, because many of these fighting games, as well as card games such as Yu-Gi-Oh to a certain extent, have so many characters and so much little tricks and nuances within various characters (and no I'm not referring to something basic like Lum's C move in fantasy strike that throws a random projectile), even the best players in the world of those fighting games have to constantly worry about some random person that they've never seen before come out of nowhere and doing "the thing he ought not to do" and catching the expert out. When random players who are considered to be not very good at the game or fairly new to the game come out and take down professional champions using uncommon risky tactics, it's very exciting, and the crowd often gets so hyped up! In fact, it's far more exciting than when someone who is much closer to said champion's "skill level," or equal to that skill level, beats said champion using normal fundamentals. So generally speaking, it's great, hype-inducing, and so much fun when you see players who are "bad" at the game win with obscure characters and tactics against a professional champion, then when you simply see two equals going at it. We generally like when players, whether they are very good at the game or not, are able to find extremely creative ways and play styles to outplay their opponent that go against the "norm," "metagame," or "meta strategy" of how their character should be played.

When that customer said "in usfiv i could win by playing dan because ppl lackled knowledge of the chgaracter," he was NOT referring to "exploitable bugs" at all. Even if he was referring to some bug, there is not wrong with looking for exploitable things and using whatever means necessary to win competitively, so long as the so-called "bug" is legal in tournament play, and if it isn't legal, or if it's game-breaking, then it should either be patched in an update or banned outright. Remember that in the very early days of fighting games, combos were once a "bug" that people "exploited". Sometimes a small bug like that (so long as it didn't break the game or destroy it or crash it or something) can actually add depth to a game and make it more fun and interesting, which it why it was purposefully left unpatched, and actually lead to actual combos being implemented in many future games, like the early "bug" combos in the early days. The customer wasn't referring to that, though. He was referring to the fact that Ultra Street Fighter 4 had a total of 44 characters, all of which had vastly different strategies, strengths, weaknesses, play styles, gimmicks, and tricks up their sleeves. To learn all 44 of those characters, learn each and every one of their play styles, gimmicks, weaknesses, and tricks, and develop a solid counter-strategy for each and every single one of them, would be far too tedious and boring to be worth the effort for most people, even for the best champion players. However, at the same time, whether you're a champion or a noob, you can't just NOT learn anything about other different characters in Ultra Street Fighter 4 and expect to do very well in highly competitive events. So what do the best players do in this situation? They simply pick around 10 or 20 of those 44 characters who they strongly believe are widely considered "high-tier" or "top-tier," as well as characters that they strongly believe they will have some serious trouble dealing with in tournament brackets (like if a certain character is considered to be a low-tier or bottom-tier character but still has a strong/even matchup against 1 or 2 of the top-tier characters that said best player mains) and those best players will just try to develop counter-strategies for those characters instead of trying to develop one for each and every one of the 44 characters, because, realistically, if there is a character who is SO TERRIBLE and widely considered to be BOTTOM-TIER, like Ultra Street Fighter 4's Dan, who barely wins you any tournaments, then it makes sense to completely ignore said character and not play them or learn them. Then, since everybody is now fully aware that Dan is the "worst" character in the game, everybody knows that nobody will really play Dan. So realistically, when champions are figuring out what their list of characters, to focus on and to develop solid counter-strategies for in the metagame, should look like, they will almost always start by scratching Dan off of that list, and they won't waste their time learning and developing a counter-strategy for Dan, because nobody plays Dan due to him being the "worst" character to play, because, why would you waste time developing a clear-cut counter-strategy for something that you're pretty much never going to have to see or worry about or deal with in any competitive tournament or event? So to answer that question, 'what are "surprises" in this context,' well, in this case, Dan himself would be the "surprise" in this context! The customer could win by playing Dan, because people lacked knowledge of the character, because they didn't see the point in looking to gain any knowledge of the character or develop any clear-cut counter-strategy against him since it's been established that the character is the worst in the game and nobody will really be playing him anyways, as it doesn't make sense to play something that is the worst when you are trying to maximize your odds of winning. You would play a "better" character which will raise your odds of winning, so players wouldn't really have to worry about Dan all that much, because it just made more sense to try to develop counter-strategies against much stronger, more popular, and higher-tier'd characters like Akuma or Cammy or something, since characters like those would be the characters that most people would be playing, especially in all those highly competitive tournaments, and it just makes sense to prepare to face-off against those characters multiple times, since it's just most likely that many people would be playing them. Does this prove that Ultra Street Fighter 4 is complex and unbalanced? Yes. However, does that automatically mean that this is a bad thing, or that Ultra Street Fighter 4 is a bad game overall because of this? No, because as I've just explained, the customer was actually able to use all of that complexity to his advantage and still score wins against "better" players despite playing such an "awful" character.

The way I view "complexity" in fighting games is that it's usually a double-edged sword. It can be greatly beneficial to a game to have some major complexity if done right, since it could lead to some interesting, surprising, and exciting things, like the customer winning despite playing the worst character, but could also be detrimental if done very poorly and badly. The same thing goes for "imbalance". Having imbalance can be really good, and can even add some more depth to the game, if it results in hype situations where decent players can still win against "very good" players despite playing "horrible" characters simply because of Mark Twain's paradox (applied to fighting games) where, because the character is established to be the worst, nobody plays them, and because nobody plays them, nobody feels the need to learn about them, and because nobody knows them, someone plays them and is now at an advantage because nobody knows them, then people realize that they need to learn about them because noobs are winning with them, and then suddenly nobody can win with them any more because everyone now knows them, so people stop playing them, and then people forget about them eventually..... until someone plays them again, and the whole thing repeats itself from there. However, when the imbalance is so bad like with Akuma from Super Street Fighter 2 Turbo, or Meta Knight from Super Smash Brothers Brawl, it really hurts the game, and does far more harm than good.

That is an example of Mark Twain's quote being applied to something like Ultra Street Fighter 4. Most "smart" players would play a "high" or "top" tier character in Ultra Street Fighter 4 to maximize their odds of winning, and they don't "need to fear the second best swordsman in the world" who is in this case, the person who also plays a more common top-tier character because that "best swordsman" smart player has studied the matchup against that top-tier character because everyone knows that a lot of people will be playing that top-tier character and it makes perfect sense to be fully prepared to face at least several players playing that top-tier character. Playing someone obscure like Dan would be an example of pure "awkwardness and stupidity" since it is would usually be viewed as awkward and stupid to play the worst character that hardly anyone looks at or thinks about, and the customer did just that. The customer behaved just like the "ignorant antagonist who has never had a sword in his hand before" in Mark Twain's quote, "he doesn't do the thing he ought to do," (which is play a higher tier'd character) "and so the expert," (who is, in this case, the so-called skilled player playing a top-tier character) "isn't prepared for him" (the skilled player isn't prepared to face-off against the customer's Dan because the skilled player didn't bother to learn and study that matchup); "he does the thing he ought not to do" (which is play the horrible bottom-tier Dan); "and often it catches the expert out and ends him on the spot" (in other words, the customer surprises the expert who doesn't know how to fight Dan, and manages to score wins).

Core-A-Gaming made a video talking about why button-mashing hardly works, and he says, and I quote, "one of the most memorable street fighter matches was at DreamHack 2013; an unknown amateur Ryu who went by the tag, 'Ghandi' had such a bizzare playstyle, he tilted his more orthodox opponent and ended up beating him". It's another classic example of someone behaving like the "ignorant antagonist" and taking advantage of the complexity and beating "better" players than him with various surprises that neither him nor the better player knew anything about, thus creating so much hype and excitement.

The reason Mark Twain's paradigm works so well, has to do a specific quote in Sun Tsu's "The Art Of War" that goes, "If you know the enemy and know yourself, you need not fear the result of a hundred battles. If you know yourself but not the enemy, for every victory gained you will also suffer a defeat." In order words, in a fighting game as complex as the customer's Ultra Street Fighter 4, the customer knew the enemy (the people who would play the high-tier and top-tier characters and the strengths and weaknesses of those characters) and also knew himself (his character that is considered to be the worst) so he "need not fear the result" of a hundred battles (he can score wins because of his knowledge) while the enemy knew themself (their top-tier characters) but didn't know Dan.

Fantasy strike throws Mark Twain's idea of an expert oftentimes getting caught off guard by a noob, as well as Sun Tsu's idea of people of all skill levels having to worry about their enemy knowing something vital that they don't, completely out the window. Then David Sirlin goes on to say in the discord that "The depth doesn't come from doing techniques no one has thought of yet. It comes from the difficulty in making a large number of good decisions every single round." but what if the so-called "good decisions" INVOLVES doing something no one has thought of yet? Then you're hurting a lot of the depth in the game while leaving barely enough to keep it at least somewhat interesting for a small handful of players. Take a look at this tournament footage of fantasy strike and tell me, at what point do the commentators get all hyped up? 'Cause all I see is that they're bored and not interested in what they're commentating, unlike the commentators from the footage of other games who get really excited when the popular skilled player is caught off guard by someone who is unheard of.

There are hundreds more examples out there with many different games of many different genres, but these are just a few that immediately came to mind. In fantasy strike, it's easy and straight-forward to develop a counter-strategy for every character. It isn't like in the other games where even the best players can't develop a strategy for everything, but in fantasy strike, you can have all of the best strategies down-packed because of how simplified it is, and then there isn't really much meaningful decision-making because of how restricted all of the characters are (no crouching, no dashing, no advanced things that players can take advance off) and fantasy strike completely removes the opportunity for players who are bad at the game to behave like Mark Twain's "ignorant antagonist" and surprise better players, by "knowing the enemy and knowing oneself" according to Sun Tzu. Fantasy strike gains quite a bit of depth because of "the difficulty in making a large number of good decisions every single round" but also loses quite a bit of depth too because of the fact that you cannot possibly strive for something that will catch the experts off guard.
To a certain degree, it does "makes sense that good players are going to have enough familiarity with the cast that you cannot surprise them with some normal thing a character has" like is said in the discord, but at the same time, it also makes sense that spectators and commentators get super-excited at how even the best players have to worry about some random person (newbie or not) who's only been playing for like a few weeks or months to be coming out of nowhere and catching them off guard with something that they've never developed a perfect counter-strategy for and beating them in a match, since fighting games generally benefit from having a lot of room for weird surprises and wild creativity, since that stuff is hype-inducing and attracts new players too. When the game is so "simple" to the point where you see the exact same 2 people (CWheezy and Neb) in the grand finals of just about of every fantasy strike tournament, it tends to get stale and boring for spectators. People like when different people win, not just a teeny tiny handful of experts who developed a perfect counter-strategy for just about everything. When this person in the discord says "so basically, the problem is that you have to actually get better at the game in order to win," well, the thing is, because fantasy strike is too simple for it's own good, while also still trying to be "deep" at the same time, there isn't really a whole lot to "actually get better at" to begin with. You just form a counter-strategy for all the characters, master a few fundamentals, make all the "correct decisions" in-game, and you're good to go. Hell, you can even get assistance in the fantasy strike forums for forming easy, reliable, and near-perfect counter-strategies against characters like Grave, Geiger, Rook, Valerie, Jaina, and Midori, as well as having each and every one of these strategies memorized and down-packed, all while improving those basic counter-strategies effortlessly should they start to become stale, thus further shutting down the fun hype-inducing concept of the "ignorant antagonist" surprising the "expert". The fact that everything has been dumbed way down prevents players who may not be great players from finding any complexity or imbalance that they can use to their advantage to give themselves a fighting chance against professionals. The fact that everything has been dumbed way down means that many of the players who DO "actually get better at the game in order to win" like that person in the discord says, such as Rexford2684 will quickly run out of things to improve upon after they've developed their basic yet powerful counter strategies, and likely get bored of the game. People played the game for dozens if not hundreds of hours and mastered just about everything that they needed to master, and then moved on from the game after getting bored, while even fewer people like CWheezy and Neb stuck around to keep playing for thousands more hours.

I have to stop here due to reddit's 40000-character limit and continue with Sirlin's article in the comments.
submitted by GOODBYE_JOJO- to Kappa [link] [comments]

Why would anyone pay 29 dollars and 99 cents for fantasy strike?!

I'm dividing this post into 8 parts (with this being part 1/8) and the TLDR is at the bottom of part 8 for those who don't like reading


Okay, so within a few days from the time that I post this, fantasy strike will be released on the switch. To be more specific, it's being released on July 25 2019. David Sirlin (or Sirloin, or Sorelamb, or Sourlion, or Serialemon however the hell you wanna spell it) even wrote an article on the fantasy strike website talking about this, but that article didn't specify what the price of the game would be, so I had to go to this other article to see. https://www.touchtapplay.com/fighting-game-fantasy-strike-launches-on-nintendo-switch-next-month/

Fantasy Strike will be released on the Nintendo Switch eShop on July 25th for the price of $29.99 USD

When I read this, the first thing I thought was "WTF!?" he is going to release this game on the switch for.... THIRTY DOLLARS?!!? WHY??!!!! It was PERFECTLY FINE AT 20, MAN! In fact, I would say that the price should be LOWERED, not RAISED. This is such a BIG motherfucking oopsie and I bet pewdiepie would 100% agree with me on that. I mean, you've already got several people writing steam reviews and complaining, talking about how the price of the game is too much for a game with so little, and if you don't believe me, you can just go look at some of those reviews to see for yourself. You can also find people here on reddit, on steam, the fantasy strike forums itself, and even also within the fantasy strike discord itself, also complaining about the price of the game, and you're telling me you want to raise the price to 30 dollars, thus resulting in even more complaints and upset people????????????????????!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

The other day, one upset customer brainfraud whose discord account is now deleted, was brave enough to confront David Sirlin in his discord, demanding to know why there weren't any surprises within the game, and why the price of the game was at 20 dollars and not something lower. Here's the screenshot of that conversation, also, if you think I'm taking any of this shit outta context or something, you can just go in their discord and search "the game being 20 dollars was a big part" and find it and read it fully. https://i.imgur.com/dirY8lQ.png

Now get this, ladies and gentlemen: Sirlin told the customer that the reason he thinks his game is worth 20 dollars and will be worth 30 dollars for the Switch is because it, and I quote, "Took hundreds of thousands of dollars and years to make" and "will take hundreds of thousands more dollars to finish too". There are 3 major fucking issues with this stupid-ass argument of his, and I'm gonna be a nice person, address these issues with that argument, and educate David Sirlin so that he can learn a valuable thing or two and greatly improve.

The first major problem with this argument is that just because it "Took hundreds of dollars and years to make" doesn't necessarily justify it being at 20 dollars. You can invest "hundreds of dollars and years" into making a mud pie, but that wouldn't automatically make those mud pies worth 20 dollars, let alone 30. The same thing goes for games that very few people are giving a damn about. There are game developers who put more effort and invest more into their games than Sirlin does, yet they choose to be nice and sell the game for less money. Sometimes they even make it playable for free. Others will genuinely believe that their game is worth more than 30 dollars and will sell it for more, and others will start the price of the game at something like 50 or 60 dollars, but then drop it to like 30, 20, or 10 dollars or something. You once had to pay money for Counter Strike Global Offensive, but now it is free on steam. Games like Street Fighter V costed a full 60 dollars when it first came out, but eventually dropped to like 30 or 20 dollars because the developers of that game decided that 60 dollars was not a fair price and lowered it. When I was a kid, we had to pay good money for Gameboy Advance, Sony PSP, and Nintendo DS Lite games before emulators became a thing and then we would have access to all of these games for free. There are many more examples, but these are just a few that I could think of at the top of my head.

The second major problem with this argument is that, not only does it not take into account the fact that sometimes you can make just as much money selling the game at a lower price, if not more, but it also completely ignores the whole concept of supply and demand, which is that if there is a low supply and high demand for something, then it makes sense to have a high price for it, while if there is high supply and low demand, then it makes sense to have a low price for it. Steamcharts shows that fantasy strike has little to no players, so maybe it did make sense to have the game at 20 or 30 dollars back in 2017 when it first came out on steam, just to see if there would be a high demand for it or a low demand for it, but now we see that there is just a very low demand for fantasy strike, so it would just make sense to either lower the price of the game or keep it at 20 dollars, but certainly not raise it. There are exceptions, like the aforementioned Counter Strike Global Offensive which could keep selling for money but is instead free, but that high demand for fantasy strike that you were hoping for isn't existing.

I also said that you can oftentimes make just as much money selling things at a lower price, if not more, and that can be proven too. You just need to look at successful stores such as Walmart, which have very cheap and low prices, and yet still have hundreds if not thousands of customers daily and make so much money daily, simply because there is a high supply and high demand for their product, as well as low prices to attract far more customers than they would if they had high prices, but there just isn't that high of a demand for fantasy strike and there never really was.

You can also consider the following scenario: You are currently trying to sell fantasy strike for it's default price, which is 20 dollars. Some people have decided that they are interested in buying your product. Let's call these 7 people Ai, Bi, Ci, Di, Ei, Fi, and Gi (cause I'm too goddamn lazy to come up with better names). Ai and Bi have 30 dollars to spare, Ci has 20 dollars to spare, while Di, Ei, Fi, and Gi, only have 10 dollars to spare, so those 4 can't afford fantasy strike while the other 3 people can. In this case, you would be making a total of 60 dollars selling fantasy strike, because Ai, Bi, and Ci can pay 20 dollars each for it and play, but Di, Ei, Fi, and Gi can't pay for it. Now imagine what would happen if people now had to pay 30 dollars for fantasy strike. Suddenly, only Ai and Bi could buy it, while the other 5 friends can't buy it, so you would still technically be making a total of 60 dollars selling fantasy strike, but then the game wouldn't have as many players, and then people would be complaining about not only the unfair price, but also the low player population. So what would be the best thing to do in this situation? You could simply lower the price of the game to 10 dollars so that Ai, Bi, Ci, Di, Ei, Fi, and Gi can all afford it and pay 10 dollars each for it, and guess what? Not only are you making a total of 70 dollars selling fantasy strike instead of just the usual 60, despite lowering the price, but also, there are now more players and the player population has grown. Now let's take this 1 step further and say that, instead of just 7 people looking to buy your game, there are 7 million people looking to buy your game. 1 million of them can afford to pay up to 30 dollars, and another million can afford to pay up to 20 dollars, but the other 6 million can only afford to pay up to 10 dollars. Do you want to make a total of 70 million dollars, 40 million dollars, or 30 million dollars? If you want to make only 30 million, raise the price of the game to 30 dollars and make 6 million people unhappy because they can't afford it. If you want to make only 40 million, keep the price at 20 dollars and make 5 million people unhappy. If you want to make 70 million, lower the price to 10 dollars and make all 7 million of those people very happy, which is what I would definitely do. This is the kind of thing that game developers, business owners, salespeople, money-makers, and any and all entrepreneurs need to consider when determine the prices of their products for their customers. You want to try to opt for a bigger and larger playerbase, as well as more customers and more money, not less. In other words, you can't simply just think in terms of "I will make the price 20 dollars and then raise it to 30 because I put time and money into it". This is why many of your other games like that "Kongai" crap and that so-called "Chess 2" were both a sheer mess, because you think in such incredibly simplified terms and you don't look at the bigger picture, and I will go into more detail about Kongai later.

Here is the third problem with that argument: The idea that the value of something should be based on how much "time," "effort," or "money" that was invested into it is known as "The Labor Theory Of Value". Wikipedia fully, and more accurately (i guess?) defines the Labor Theory Of Value as "a heterodox theory of value that argues that the economic value of a good or service is determined by the total amount of "socially necessary labor" required to produce it, rather than by the use or pleasure its owner gets from it (demand) and its scarcity (supply)." Sirlin even said, and I quote, "I'm not hating on pucnh planet, but I mean....Fantasy Strike costs massively more to develop so you sure hope it can sell more." So he really does believe that fantasy strike will sell more than Punch Planet simply because it costed "massively more to develop". https://i.imgur.com/ZwSnSKC.png Remember the mud pie argument that I used earlier, about how you could invest so much into a mud pie and it still wouldn't automatically mean that selling it for 20 dollars is fair? Yeah, that mud pie can also cost "massively" to develop and it still wouldn't mean that putting it at 20 dollars is fair. That is the common mud pie argument used to easily debunk the Labor Theory Of Value, and I've used it to debunk Sirlin's idea that the amount that he invests into fantasy strike justifies it's unfair price. Ben Shapiro also uses the mud pie argument to debunk the Labor Theory Of Value in this youtube video. https://youtu.be/Y9O-NoccXQQ?t=192

Not only that, but, nobody really knows how much "time" "energy" "money" or "effort" you really put into fantasy strike. How much money and time did you invest into designing fantasy strike's graphics? 50 dollars 40 days 2 hours and 30 seconds? How much money and time did you invest into creating the models? 40 dollars 100 days 3 hours and 11 seconds? How much money and time did you invest into programming everything? 200 dollars 10 days 5 hours and 56 seconds? We don't know any of this, and I doubt you even kept track of exactly how much you invest into all these things? Yet you want to make us pay 20 dollars, and then 30 dollars when the game comes out? Thus reducing the amount of players who can afford it and then resulting in an even lower and worse player population? Even one of your own buddies agrees that fantasy strike is better off being sold at 10 dollars. He says, and I quote, "if it was $10 it would never die" https://i.imgur.com/om7U36y.png So why not take this person's advice? How do you trust this person enough to put 'em in charge of moderating your discord, but not enough to suggest to you that you should lower the price of the game???

Those are the 3 problems I have with that terrible argument.

Did I forget to mention that, when you're paying 30 dollars for fantasy strike on the switch, you aren't paying just 30 dollars? No, you're also gonna have to pay an additional 20 dollars EVERY MOTHERFUCKING YEAR just to play fantasy strike online because in 2018 NiN10Doh decided to start charging money for their dogshit paid online membership. https://www.youtube.com/watch?v=t2MbclhRzmg

So that means you're paying a total of 50 dollars which will result in even more complaints, and if for whatever reason you stop paying the required monthly or yearly cost or you miss the deadline or something... well fuck you; not only can you not play fantasy strike online anymore, but you also lose any saved data that you had, and the developers keep your money, even though playing online was completely free on the previous Nintendo consoles like the Wii U, 3DS, and Nintendo DS. You can even just stick to the steam version and not buy fantasy strike on the stupid switch console at all, where you only have to pay 30 dollars and you are not charged any additional fees to play online (and sometimes you can get it for even less when there are special sales going on such as Black Friday). In fact, if you have a copy of fantasy strike on steam, but your friend or family member doesn't and they want to play too, you can simply use steam's family sharing feature to allow their steam account to play your copy of fantasy strike, thus saving them money, instead of having both you and your friend each dish out a combined total of 100 dollars to play online on switch.

Now, here's Sirlin's article on the fantasy strike website about the game being released on July 25 2019. http://www.fantasystrike.com/blog/2019/fantasy-strike-will-launch-on-nintendo-switch-playstation-4-pc-on-july-25

Let's read it, shall we?

We’ve been working on Fantasy Strike for FOUR YEARS, so it’s with great excitement that we finally announce the upcoming launch of the game. On July 25th 2019, it will come to Nintendo Switch, PlayStation 4, and Steam (Windows, Mac, and Linux).

First of all, it's already on Steam and you're acting like it hasn't been out on steam yet when it has, since 2017. It's just, only now, coming to the switch and playstation, so it should say "It has been on steam for years now and it will come to Nintendo Switch and Playstation 4" period, not "it will come to Nintendo Swtich, Playstation 4, and Steam". Secondly, didn't Sirlin himself admit several times in his discord that developing, porting, releasing, and selling the game on linux proved to be a horrible idea, due to the fact that only like 10 people purchased it? https://i.imgur.com/7Ld3lrn.png Why is he still trying to sell the game on Linux when he could just stick to Windows and Mac and save money?

Over the years, we’ve vastly improved the graphics of the game,

You call this a vast improvement?? https://www.youtube.com/watch?v=0MCka4Z_fNQ

Also here is what fantasy strike looked like in 2016 for comparison. https://www.youtube.com/watch?v=BjsC3oSgFzg

The only big difference is a few of the animations, but.... it doesn't really look like a vast improvement, does it?

In fact, I find the 2016 graphics in this youtube video to be way better and more 3D'ish than the current version, so it looks like it got worse in the current build. https://www.youtube.com/watch?v=u8MmuY_WoOU In fact, there's even a stage that looks like the classic Street Fighter training stage with the grey checkerboards and the big red line in the middle, which isn't in the latest version. Here are the two of them, side-by-side https://i.imgur.com/tiRdO1V.png

We’ve especially worked on the online play, both the technical side and the UI side to make it all as smooth as possible.

Then why did you sit idly by and ignorantly allow "an insidious matchmaking bug" TO RUN RAMPANT AND MESS UP THE ONLINE PLAY FOR OVER 1.5 YEARS STRAIGHT?????? Oh, I know why you took so long to fix that bug; because you and your discordians were too busy sitting idly by, HOPING, HOPING, HOPING, HOPING, HOPING, and endlessly HOPING over and over that fantasy strike would do well on the consoles, right? https://i.imgur.com/LHrhF5O.png or maybe it's because you were just too busy "vastly" improving graphics, adding "innovative" features", and putting crappy laggy glitchy tutorial videos in the game that barely work and barely help, instead of prioritizing bugs/gltiches and fixing them, because polishing some little graphics is way more important than fixing the one thing that was outright killing your game, am I right? I'll go more into detail about that later, but let's just continue. After all, when Super Smash Brothers Ultimate first came out, that game also had a matchmaking bug where you would choose a ruleset and then get thrown into a match with completely different rules that what you selected, and Nintendo at least had the decency to quickly patch that bug within like a few weeks. Hundreds of people were still pissed and outraged about it though https://www.reddit.com/smashbros/comments/a494rq/online_in_its_current_state_is_very_concerning/ https://www.reddit.com/Games/comments/a4hrn3/the_online_features_for_smash_bros_ultimate_are/ https://www.reddit.com/SmashBrosUltimate/comments/a43p9d/smash_ultimate_online_is_actuallyterrible_please/ so one of your mates who said in your discord that super angry "is far more likely to lead to action of some sort" wasn't kidding when they said this, because they're right. People were super angry about this matchmaking bug and it got Nintendo's attention which lead to them fixing the bug, because naturally, anger can sometimes be a good motivator (although it's also wise to keep anger in check too). Let this be a lesson to learn David Sirlin, and another opportunity to improve your I.Q..... graphics can wait; you need to prioritize bug fixes over graphics, especially ones that kill your game, then maybe you wouldn't be stuck in this fucking financial mess of yours that you put yourself in. https://i.imgur.com/w2EgP4L.png

We’ve traveled across the country to over a dozen trade shows and conventions such as Evolution, Penny Arcade Expo, PlayStation Experience and NorCal Regionals. The response at all these has been phenomenal with our booth packed almost all the time. The thing we’ve heard repeatedly at every single event is: “Great game,

Yeah, it's so "great" until they go into the online matchmaking and get their asses kicked by a tournament-winning professional champion grandmaster player like CWheezy22 then quit the game because it's still too hard for them, despite the controls being simplified. https://i.imgur.com/nzxR8yM.jpg They will even cry about how "there are no surprises" and how "there is no secret tech i can pull out vs a lvl91 player" https://i.imgur.com/pDlew9d.png I bet that's what happened when you tried to sell the game on linux; a bunch of people bought the game, played it, realized that it was still too hard for them despite having simple controls, could not handle getting wrecked by someone with thousands of hours of playtime, and then quit, thus deterring other people from buying the game since there were now very few and fewer players. Did you even tell these people at the trade shows that they could get it on steam instead of having to wait for the full console releases?

Also, to the person in the fantasy strike discord who asked 'what are "surprises" in this context?' and didn't understand what the customer meant when he was talking about how "in usfiv i could win by playing dan because ppl lackled knowledge of the chgaracter," "this omniraptor guy im playing against knows every matchup and every move, ect there is nothing i can surprise him with," "my point still stands, there are no surprises," "if your casual in another game maybe you have tricks that other ppl dont know about gimmicks because the rosters are so large even pros have trouble with low tier chars sometimes because they arnt played often," "there is 10 chars and they have the basic functions if you play the game you're not going to be sutrprised by anything," https://i.imgur.com/YeYKta7.png allow me to shed some light on what the customer meant when he said that.

You see, there's an old saying by Mark Twain that goes, "There are some things that can beat smartness and foresight. Awkwardness and stupidity can. The best swordsman in the world doesn't need to fear the second best swordsman in the world; no, the person for him to be afraid of is some ignorant antagonist who has never had a sword in his hand before; he doesn't do the thing he ought to do, and so the expert isn't prepared for him; he does the thing he ought not to do; and often it catches the expert out and ends him on the spot."

This little paradigm is something that is present a lot in fighting games that aren't really simple, but aren't really so complicated either as people make them out to be, and it does greatly contribute to all the hype and excitement of many fighting games, even if you may not realize it. The last part of that quote, "he doesn't do the thing he ought to do, and so the expert isn't prepared for him; he does the thing he ought not to do; and often it catches the expert out and ends him on the spot" is the most important part in a fighting game where so-called "noobs" tend to beat "much better" players. What this means is that, because many of these fighting games, as well as card games such as Yu-Gi-Oh to a certain extent, have so many characters and so much little tricks and nuances within various characters (and no I'm not referring to something basic like Lum's C move in fantasy strike that throws a random projectile), even the best players in the world of those fighting games have to constantly worry about some random person that they've never seen before come out of nowhere and doing "the thing he ought not to do" and catching the expert out. When random players who are considered to be not very good at the game or fairly new to the game come out and take down professional champions using uncommon risky tactics, it's very exciting, and the crowd often gets so hyped up! In fact, it's far more exciting than when someone who is much closer to said champion's "skill level," or equal to that skill level, beats said champion using normal fundamentals. So generally speaking, it's great, hype-inducing, and so much fun when you see players who are "bad" at the game win with obscure characters and tactics against a professional champion, then when you simply see two equals going at it. We generally like when players, whether they are very good at the game or not, are able to find extremely creative ways and play styles to outplay their opponent that go against the "norm," "metagame," or "meta strategy" of how their character should be played.

When that customer said "in usfiv i could win by playing dan because ppl lackled knowledge of the chgaracter," he was NOT referring to "exploitable bugs" at all. Even if he was referring to some bug, there is not wrong with looking for exploitable things and using whatever means necessary to win competitively, so long as the so-called "bug" is legal in tournament play, and if it isn't legal, or if it's game-breaking, then it should either be patched in an update or banned outright. Remember that in the very early days of fighting games, combos were once a "bug" that people "exploited". Sometimes a small bug like that (so long as it didn't break the game or destroy it or crash it or something) can actually add depth to a game and make it more fun and interesting, which it why it was purposefully left unpatched, and actually lead to actual combos being implemented in many future games, like the early "bug" combos in the early days. The customer wasn't referring to that, though. He was referring to the fact that Ultra Street Fighter 4 had a total of 44 characters, all of which had vastly different strategies, strengths, weaknesses, play styles, gimmicks, and tricks up their sleeves. To learn all 44 of those characters, learn each and every one of their play styles, gimmicks, weaknesses, and tricks, and develop a solid counter-strategy for each and every single one of them, would be far too tedious and boring to be worth the effort for most people, even for the best champion players. However, at the same time, whether you're a champion or a noob, you can't just NOT learn anything about other different characters in Ultra Street Fighter 4 and expect to do very well in highly competitive events. So what do the best players do in this situation? They simply pick around 10 or 20 of those 44 characters who they strongly believe are widely considered "high-tier" or "top-tier," as well as characters that they strongly believe they will have some serious trouble dealing with in tournament brackets (like if a certain character is considered to be a low-tier or bottom-tier character but still has a strong/even matchup against 1 or 2 of the top-tier characters that said best player mains) and those best players will just try to develop counter-strategies for those characters instead of trying to develop one for each and every one of the 44 characters, because, realistically, if there is a character who is SO TERRIBLE and widely considered to be BOTTOM-TIER, like Ultra Street Fighter 4's Dan, who barely wins you any tournaments, then it makes sense to completely ignore said character and not play them or learn them. Then, since everybody is now fully aware that Dan is the "worst" character in the game, everybody knows that nobody will really play Dan. So realistically, when champions are figuring out what their list of characters, to focus on and to develop solid counter-strategies for in the metagame, should look like, they will almost always start by scratching Dan off of that list, and they won't waste their time learning and developing a counter-strategy for Dan, because nobody plays Dan due to him being the "worst" character to play, because, why would you waste time developing a clear-cut counter-strategy for something that you're pretty much never going to have to see or worry about or deal with in any competitive tournament or event? So to answer that question, 'what are "surprises" in this context,' well, in this case, Dan himself would be the "surprise" in this context! The customer could win by playing Dan, because people lacked knowledge of the character, because they didn't see the point in looking to gain any knowledge of the character or develop any clear-cut counter-strategy against him since it's been established that the character is the worst in the game and nobody will really be playing him anyways, as it doesn't make sense to play something that is the worst when you are trying to maximize your odds of winning. You would play a "better" character which will raise your odds of winning, so players wouldn't really have to worry about Dan all that much, because it just made more sense to try to develop counter-strategies against much stronger, more popular, and higher-tier'd characters like Akuma or Cammy or something, since characters like those would be the characters that most people would be playing, especially in all those highly competitive tournaments, and it just makes sense to prepare to face-off against those characters multiple times, since it's just most likely that many people would be playing them. Does this prove that Ultra Street Fighter 4 is complex and unbalanced? Yes. However, does that automatically mean that this is a bad thing, or that Ultra Street Fighter 4 is a bad game overall because of this? No, because as I've just explained, the customer was actually able to use all of that complexity to his advantage and still score wins against "better" players despite playing such an "awful" character.

The way I view "complexity" in fighting games is that it's usually a double-edged sword. It can be greatly beneficial to a game to have some major complexity if done right, since it could lead to some interesting, surprising, and exciting things, like the customer winning despite playing the worst character, but could also be detrimental if done very poorly and badly. The same thing goes for "imbalance". Having imbalance can be really good, and can even add some more depth to the game, if it results in hype situations where decent players can still win against "very good" players despite playing "horrible" characters simply because of Mark Twain's paradox (applied to fighting games) where, because the character is established to be the worst, nobody plays them, and because nobody plays them, nobody feels the need to learn about them, and because nobody knows them, someone plays them and is now at an advantage because nobody knows them, then people realize that they need to learn about them because noobs are winning with them, and then suddenly nobody can win with them any more because everyone now knows them, so people stop playing them, and then people forget about them eventually..... until someone plays them again, and the whole thing repeats itself from there. However, when the imbalance is so bad like with Akuma from Super Street Fighter 2 Turbo, or Meta Knight from Super Smash Brothers Brawl, it really hurts the game, and does far more harm than good.

That is an example of Mark Twain's quote being applied to something like Ultra Street Fighter 4. Most "smart" players would play a "high" or "top" tier character in Ultra Street Fighter 4 to maximize their odds of winning, and they don't "need to fear the second best swordsman in the world" who is in this case, the person who also plays a more common top-tier character because that "best swordsman" smart player has studied the matchup against that top-tier character because everyone knows that a lot of people will be playing that top-tier character and it makes perfect sense to be fully prepared to face at least several players playing that top-tier character. Playing someone obscure like Dan would be an example of pure "awkwardness and stupidity" since it is would usually be viewed as awkward and stupid to play the worst character that hardly anyone looks at or thinks about, and the customer did just that. The customer behaved just like the "ignorant antagonist who has never had a sword in his hand before" in Mark Twain's quote, "he doesn't do the thing he ought to do," (which is play a higher tier'd character) "and so the expert," (who is, in this case, the so-called skilled player playing a top-tier character) "isn't prepared for him" (the skilled player isn't prepared to face-off against the customer's Dan because the skilled player didn't bother to learn and study that matchup); "he does the thing he ought not to do" (which is play the horrible bottom-tier Dan); "and often it catches the expert out and ends him on the spot" (in other words, the customer surprises the expert who doesn't know how to fight Dan, and manages to score wins).

Core-A-Gaming made a video talking about why button-mashing hardly works, and he says, and I quote, "one of the most memorable street fighter matches was at DreamHack 2013; an unknown amateur Ryu who went by the tag, 'Ghandi' had such a bizzare playstyle, he tilted his more orthodox opponent and ended up beating him". It's another classic example of someone behaving like the "ignorant antagonist" and taking advantage of the complexity and beating "better" players than him with various surprises that neither him nor the better player knew anything about, thus creating so much hype and excitement.

The reason Mark Twain's paradigm works so well, has to do a specific quote in Sun Tsu's "The Art Of War" that goes, "If you know the enemy and know yourself, you need not fear the result of a hundred battles. If you know yourself but not the enemy, for every victory gained you will also suffer a defeat." In order words, in a fighting game as complex as the customer's Ultra Street Fighter 4, the customer knew the enemy (the people who would play the high-tier and top-tier characters and the strengths and weaknesses of those characters) and also knew himself (his character that is considered to be the worst) so he "need not fear the result" of a hundred battles (he can score wins because of his knowledge) while the enemy knew themself (their top-tier characters) but didn't know Dan.

Fantasy strike throws Mark Twain's idea of an expert oftentimes getting caught off guard by a noob, as well as Sun Tsu's idea of people of all skill levels having to worry about their enemy knowing something vital that they don't, completely out the window. Then David Sirlin goes on to say in the discord that "The depth doesn't come from doing techniques no one has thought of yet. It comes from the difficulty in making a large number of good decisions every single round." but what if the so-called "good decisions" INVOLVES doing something no one has thought of yet? Then you're hurting a lot of the depth in the game while leaving barely enough to keep it at least somewhat interesting for a small handful of players. Take a look at this tournament footage of fantasy strike and tell me, at what point do the commentators get all hyped up? 'Cause all I see is that they're bored and not interested in what they're commentating, unlike the commentators from the footage of other games who get really excited when the popular skilled player is caught off guard by someone who is unheard of.

There are hundreds more examples out there with many different games of many different genres, but these are just a few that immediately came to mind. In fantasy strike, it's easy and straight-forward to develop a counter-strategy for every character. It isn't like in the other games where even the best players can't develop a strategy for everything, but in fantasy strike, you can have all of the best strategies down-packed because of how simplified it is, and then there isn't really much meaningful decision-making because of how restricted all of the characters are (no crouching, no dashing, no advanced things that players can take advance off) and fantasy strike completely removes the opportunity for players who are bad at the game to behave like Mark Twain's "ignorant antagonist" and surprise better players, by "knowing the enemy and knowing oneself" according to Sun Tzu. Fantasy strike gains quite a bit of depth because of "the difficulty in making a large number of good decisions every single round" but also loses quite a bit of depth too because of the fact that you cannot possibly strive for something that will catch the experts off guard.
To a certain degree, it does "makes sense that good players are going to have enough familiarity with the cast that you cannot surprise them with some normal thing a character has" like is said in the discord, but at the same time, it also makes sense that spectators and commentators get super-excited at how even the best players have to worry about some random person (newbie or not) who's only been playing for like a few weeks or months to be coming out of nowhere and catching them off guard with something that they've never developed a perfect counter-strategy for and beating them in a match, since fighting games generally benefit from having a lot of room for weird surprises and wild creativity, since that stuff is hype-inducing and attracts new players too. When the game is so "simple" to the point where you see the exact same 2 people (CWheezy and Neb) in the grand finals of just about of every fantasy strike tournament, it tends to get stale and boring for spectators. People like when different people win, not just a teeny tiny handful of experts who developed a perfect counter-strategy for just about everything. When this person in the discord says "so basically, the problem is that you have to actually get better at the game in order to win," well, the thing is, because fantasy strike is too simple for it's own good, while also still trying to be "deep" at the same time, there isn't really a whole lot to "actually get better at" to begin with. You just form a counter-strategy for all the characters, master a few fundamentals, make all the "correct decisions" in-game, and you're good to go. Hell, you can even get assistance in the fantasy strike forums for forming easy, reliable, and near-perfect counter-strategies against characters like Grave, Geiger, Rook, Valerie, Jaina, and Midori, as well as having each and every one of these strategies memorized and down-packed, all while improving those basic counter-strategies effortlessly should they start to become stale, thus further shutting down the fun hype-inducing concept of the "ignorant antagonist" surprising the "expert". The fact that everything has been dumbed way down prevents players who may not be great players from finding any complexity or imbalance that they can use to their advantage to give themselves a fighting chance against professionals. The fact that everything has been dumbed way down means that many of the players who DO "actually get better at the game in order to win" like that person in the discord says, such as Rexford2684 will quickly run out of things to improve upon after they've developed their basic yet powerful counter strategies, and likely get bored of the game. People played the game for dozens if not hundreds of hours and mastered just about everything that they needed to master, and then moved on from the game after getting bored, while even fewer people like CWheezy and Neb stuck around to keep playing for thousands more hours.

I have to stop here due to reddit's 40000-character limit and continue with Sirlin's article in the comments.
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