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SSF2THDR Guide: Opinions wanted
Procyon | 4:40 PM on 12.02.2008 9 comments


The challenge of putting a game guide together on a wiki is how to present information in a concise enough way to give players all the information that they want or need, without overwhelming them. At StrategyWiki, we have also been dealing with the challenge of presenting information about a series of games such a Street Fighter II in a way that cuts down on the amount of redundant information that gets presented. To deal with that, we've incorporated nearly every version of SF2 into one Table of Contents. Each game has their own move lists, but each character page references the moves from each version of the game, so there's a lot of cross population of information.



With the release of SSF2THDR, it seemed only natural to bump the number of SF2 games covered by one, and treat it like any other version created, rather than start anew with a brand new guide. But the question remains: is this in fact the best way to present this information? A lot of people will have a variety of opinions about this, and no one way can truly be considered the "right" way, but I wonder if we've come as close as we can. I know that some people are going to like it, and some people are going to hate it, but the most important question is can everyone understand it.



I'd like to solicit opinions from the Destructoid community on the choice of layout that we have built the SSF2THDR guide upon. I'd really like to know what your opinions are concerning the ease of ability to understand and navigate around the guide for both hardcore players, and potential novices. You can go directly to the guide and start browsing around, or have a look at the snapshots that I provided. How would you improve upon it? What, if anything, really needs to change? Of course, if you see a mistake, by all means, feel free to fix it. It is a wiki after all. Thanks in advance, and feel free to ask me questions if you have any.



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8 comments | showing # 1 to 8

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Char Aznable's Destructoid Blog
After reading Sirlin's blog, I would totally consider this a separate game. All of the changes to special moves and their inputs could confuse things if you just amended the page for the game's predecessor.

For the individual character pages, I'm far more interested in the "techniques" and "moves" sections. Really cool idea with the screen caps for each move, by the way. The background story for the character is cool, but the emphasis on strategy gets lost a bit (this is [b]Strategy[b/]wiki, right?).

Maybe some more info on combos? The moves are readily available when you pause the game, but I'm having some trouble digging up some good combos.

Hope this helps. Nice work, dude.
Puppy Licks's Destructoid Blog
www.shoryuken.com

easy.
Puppy Licks's Destructoid Blog
actually if you head to EventHubs they have some useful info for you on character strategies and how the HD changes will affect your play.

Just make sure you use this as a reference for ideas, no stealing now okay ;)
Procyon's Destructoid Blog
Yeah... so far +1 to Char, -2 to Puppy Licks (have you ever looked at shoryuken.com's wiki?), and -100 to Heretic UNLESS you start a Guilty Gear guide on StrategyWiki, in which case I'll award you +110.

In response to Char's comments, as you can see, we did treat SSF2THDR as a separate game from SSF2T, but it's included in the entire SF2 table of contents as opposed to being independent from the series. And you're absolutely right, combos would kick ass, but so far, no one knowledgeable on combos has come forth and added any. Although the name is StrategyWiki, is has come to incorporate more than just strategy. It's trying to be a be-all, end-all encyclopedia of video game knowledge (and we have a second wiki in the works). Thanks though about the screen capped moves, that was my idea... just have to get around to finishing them :P
TewDee's Destructoid Blog
I think what you have right now is great. It's easy and visual. One thing I wish to see if character combos, but that may be beyond the scope of what you want to be shown. Two things however...

1) An explanation of a charge attack. Starting out, I didn't know exactly what that meant.

2) "The last form of attack available in this game is a throw. Throws are executed by standing immediately next to your opponent, pressing the joystick either towards or away, and pressing a punch or kick button." Only medium punch/kick will do a throw.

@Pupply Licks - The guys at SRK can be pricks, and this is a much easier, more understandable way for newbies to look at moves. The SRK wiki is a bit of a mess too.

@Heretic - More like BlazBlue now. Need online play plz.
TheCleaningGuy's Destructoid Blog
I liked it! As a Street Fighter noob myself, I found it both handy and easy to read. It helped me figure out how to perform Vega(Claw's) super, so that was nice.
I would like it better though, if it had some strategies and combo's listed. It would be nice if you would explain some higher level terms like "Crossups," "Rushdowns," and "High Priority" as well.
Other than that, I thought it was great, even if strategywiki itself is kind of obtuse to navigate.
Char Aznable's Destructoid Blog
Yeah, I agree with TheCleaningGuy about the higher level stuff. I've learned a lot just by watching Youtube videos of insane SF matches, so maybe you could get into some strategies and tactics employed by these elite players.

I think David Sirlin's blog would be a pretty good source of info, as always. I read some stuff before where he detailed his attempts to psych out other players with Zangief in a tournament and things like that. A lot of it comes down to mind games and fucking with your opponent.
Geoffrey1972's Destructoid Blog
Greetings Scott! I just downloaded this game tonight and WOW, it's cool. Now I've just gotta get a $1800 HD screen to get the full effect. I'm always a bit skeptical about paying for downloaded content, but this was worth the $15. And yes Heretic, the Guilty Gears are GREAT!


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 about me



My name is Scott. I've been playing video games since my hands were big enough to hold a joystick. I started with the Atari 2600, and graduated to the Atari 800 computer where I taught myself how to program in BASIC. I eventually got a NES, and later a Game Boy. The first summer I ever worked, I was a CIT at the day camp I attended. I worked all summer long to save up enough money to buy the SNES the very day it came out.

I attended college at the University of Pennsylvania. I was introduced to the internet my freshman year in 1993, and I fast became a console pirate, purchasing a copier and downloading ROMs off of IRC channels. Good times. In my senior year, I purchased the N64 as soon as the street date was broken, and skipped classes for the next three days to play Mario 64. I also bought a used PSX the same year.

After I graduated with a degree in Computer Science and a degree in Psychology, I was accepted to Digipen. I was part of the very last class that attended the school in Vancouver, before they moved the campus to Nintendo of America's HQ in Redmond Washington (across the street from Microsoft). After completing the program, I got my very first job as a programmer at Ubisoft.

I lucked out with Ubisoft because they were actually opening a studio near my hometown in NYC, so I actually landed my dream job and got to live on the east coast near my family. I worked on Batman: Vengence. I met a number of cool people, but the only one I still keep in touch with happens to be a buddy of mine who was the lead designer on "Army of Two." He is without a doubt, the greatest game designer I have ever had the privilege of working with.

The studio in NYC didn't pan out for Ubisoft, and they decided to fold the team up to Montreal. After living in Vancouver for a year and a half, I decided I had enough of Canada, so I stayed in the NYC office, which transformed into GameLoft. I stayed there until me and the buddy I mentioned landed a job at 3DO. We both moved out to Redwood City and started working there.

3DO wasn't a great company, but it wasn't terrible, and I met a crew of people who became some of the greatest friends that I have ever had. I worked on Dragon Rage, which was being led by Kudo Tsunoda. He told the execs that it was going to be an Army Men game with an art asset swap, and it would take 6 months to complete. The truth was we were building a new engine from scratch, and it would really take a year to get it done right. When the six months were up, the execs asked for the game, and we weren't even close to finished, so we had to do 12 hours days, 6 days a week until the game was finished. 3 months later, nobody cared about it anymore, and it went straight to the budget bin.

3DO closed down very shortly after. While I was at 3DO, I got to know two people who amazed me: Howard Scott Warshaw and Tod Frye, two of the original Atari 2600 programmers. Getting to meet them and talk with them about "the good old days" at Atari was an amazing thing to me. (I totally recommend visiting Howard's site, Once Upon Atari and ordering his DVD about what those days were like.) I still run in to Howard infrequently at retrogaming conventions and it's always a delight.

After 3DO, I worked for a THQ studio that used to be called (oddly enough) Pacific Coast Power & Light. It's known as Locomotive games today. I was put on the WWE Crush Hour game, the game that was designed to mix the WWE up with Twisted Metal. I created the game's shell and character selection screen. It was actually a pretty cool game, but THQ's love for WWE had cooled down when the game was close to finishing (right after WWF became WWE, the ratings started to tank), so they rushed it and laid off the whole team.

Wishing to return to the east coast, I applied for jobs that I could find there, and actually lucked out with a job opening at Firaxis Games in Hunt Valley, Maryland, home to Sid Meier. When I got there, they were toying with the idea of remaking Pirates, and were prototyping a lot. The results were mixed, and Sid decided to get involved with the development personally. They knew they wanted to make a console version, and they put me on the small team responsible for porting the game to the Xbox. I had doubts about the game, and I wasn't enjoying the tasks I was being given (such as working on the in-game glossary), and things didn't work out. I made a lot of good friends there who I miss working with.

By this time, I had been with four companies in six years, and my girlfriend who moved from California to come live with me was in the middle of going to school to get her degree, so I did something drastic: I grew up. I ended up looking for any available programming job, and accepted a position with a UPS owned software company as an algorithm designer. I've been there since 2005, I get paid more money, and work fewer hours than I ever did as a game programmer. But I really miss the creative environment and working with people that I have a lot in common with, i.e. a love and passion for video games.

I am currently a staff member at StrategyWiki, as well as the copy editor for Retrogaming Times Monthly, so I'm still involved with video games (mostly retro games) in my own way. I am now living in northern Maryland. Welcome to my blog.

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