Danny Cowan, Press ([info]sardius_) wrote,
@ 2008-04-22 04:43:00
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Outsmarting Rock Band's Online Quitters: A Half-Assed Essay (Assay)


My brother hated to lose.

I learned quickly that playing competitive games with an eight-year-old was futile. The second my brother would fall behind in Mario Kart 64, up would come his pause menu and he'd quit. If he lost all of his lives in Contra and ran out of extra ones to steal from me, he'd reset the NES.

Wayne Gretzky's 3D Hockey for the N64 was the worst. Pull a few goals ahead of him -- at any point, ranging from a few minutes into a match to the very end of the third period -- and he'd pause and quit in an instant. He had "pause, highlight 'quit', press A" down to a rhythm that took less than half a second. It was amazing. Infuriating, too. To this day, all I remember about Wayne Gretzky's 3D Hockey is the way the announcer would suddenly and cheerfully declare, "That's the end of the game!" at the premature conclusion of every match.

Playing Rock Band on Xbox Live takes me back to those days. It's like my brother never grew up, and there are now millions of him all around the world, ready and willing to ruin my fun at a moment's notice. It used to be that quitting early would be punishable by a punch in the gut. Xbox Live affords no such luxuries.





Rock Band features a barebones online experience in comparison to Xbox Live's typical team-based racial slur-athons. Instead, Rock Band randomly pits you against a player of your skill level for a one-time, one-on-one match. It's Dreamcast-like in its simplicity, and I love it. It's quick, it's easy, and -- aside from the occasional unintelligible bursts of headset chatter attempted by sore losers -- it's blissfully free of angry teenaged nerds.

For all that Rock Band does right in its online modes, though, the "get five online wins in a row" Achievements (one for each of the two available competitive modes) may be the worst parts of the game as a whole.

There's nothing wrong with them in theory; a skilled player could play through and win five songs in less than half an hour, and any wins at all count toward the "get 20 online wins total" Achievements, so no matter what your skill level, it's time well spent, right?

You'd think otherwise after having the other player quit out of the game seven minutes into Won't Get Fooled Again.



If your opponent quits early in Rock Band, the song you're playing ends instantly. It doesn't count as a loss for them, and it doesn't count as a win for you. It's nothing. It's like the last few minutes of your life evaporated, never to be enjoyed again.

It also makes for quick annoyance when you're trying to earn five wins in a row. The first time I played Tug of War mode, I racked up four straight wins, with only one person quitting early. Cool, almost there!

I start my sixth match, and after a minute or so of me beating the holy hell out of the guy, he quits. Okay.

I try again, and get another player who puts up a good fight for a several minutes, but then loses his combo at a note-heavy part and I pull decently far ahead. He also quits.

The third time I try for my fifth win in a row, I'm matched with someone else. We play Blitzkrieg Bop. I space out and miss one note. He misses none.

Goodbye, winning streak. I'd technically won the previous seven matches, but three of them didn't count. I didn't quit when I was losing, so I lost all of my streak progress.



My second attempt at the Achievement birthed a weird sort of metagame, made up of equal parts skill and psychology. It was like it was 1997 all over again, and I began to formulate new mind-game strategies similar to the ones I used against my brother in trying to prolong a game of Wayne Gretzky's 3D Hockey.

I became aware of the other player's side of the screen, watching for inconsistent, agitated play and dreading the moment when he would start missing several notes in a row -- a sure sign he's reached for the controller's guide button and is about to quit the game. I began to make mistakes on purpose, to ensure close matches. Any time the tug of war bar would fill halfway on my side, I'd miss a note and reset my score multiplier, allowing the other player to catch up slightly. I theorized that if my opponent perceived an evenly matched game and thought that I stood a chance of making further and more damaging mistakes, he'd be less likely to quit early.

I couldn't win too much, you see, or else I wouldn't win at all. Much like I'd allow my brother a free goal or two to keep a game of Wayne Gretzky alive, I'd introduced a self-handicap system to fix Rock Band's online play.

It took a few tries to find the right balance. Sometimes I'd miscalculate the number of notes I'd be given to refill my combo meter, allowing a crappy player on a streak to eventually pull too far ahead for me to catch up. Other times, I'd pull ahead too early -- the trick is to pretend to be a mediocre player for the first half of the song, then start nailing every note at the last minute, giving the other player less time to quit. This trick wasn't bulletproof, though. I've had quitters in the last fifteen seconds of some songs.

The Overdrive multiplier was also a major issue -- should I trigger it at a bad place intentionally, to make sure that I waste the opportunity for a higher score? Should I not trigger it at all? What about the opponent's Overdrive bar? Is it full because he doesn't know what it's for, or is he saving it for a huge scoring opportunity?



The randomly assigned opponents, coupled with the fact that the game doesn't tell you their skill levels until the end of a match, ensure that no matter how much psychology or skill you put into an online game of Rock Band, the results are mostly unpredictable. Pretending to be a worse player than you actually are does pay off in the end, though. After honing my suck/not-suck ratio, I finally got both online streak Achievements over the weekend, after a few lost matches and several early quitters.

(I also theorize that playing as a female character gave me a slight edge. It's well known that if you play enough online matches with a girl -- and maybe let her win a few times -- she will want to have sex with you.)

I don't know if I'll go back and try for the accumulated wins Achievements. It'll be less stressful now that the streak Achievements are out of the way, but the thought of playing against 14 quitters in a row is enough to turn me off of online play forever.



I don't mind losing. It's part of any game. Winning or losing doesn't come into play in Rock Band, though. Playing Rock Band online is less about rhythm and more about psychoanalyzing XxDragonWolfxX and wondering if he'd be less willing to quit on you if you dressed your character up in leopard-print pants.

I just want to play some fake plastic guitar here, man. Is that so much to ask?


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[info]mercury318
2008-04-22 10:43 am UTC (link)
Just so you know...I was your brother. I could also fling a Sorry! or Monopoly board CLEAR across a room. And I pioneered cheating in Hungry Hungry Hippos.

But I would never quit at Rock Band. I'd just silently pray the dude kicking my ass is flunking out of Biology.

Cursing others is so much more fulfilling!

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[info]x9
2008-04-22 12:54 pm UTC (link)
This happens in Smackdown online too. You get guys who either:

1. Spam the same move over and over again, or
2. Disconnect when they're going to lose.

The good news is that this became such an issue with previous versions of the game that they implemented a disconnect stat in a person's online records. Also, if you disconnect, it counts as a loss. Even if you're in a four-way match - it counts as a draw for everyone else and a loss for whoever disconnected. So there's that.

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[info]bridgeportcat
2008-04-22 01:14 pm UTC (link)
THAT'S THE END OF THE GAME


Also when I read this I was thinknig of other ways to make Rockband more Drakee friendly and I thought "You know, I wonder if they have a speedup button"

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[info]specific_chris
2008-04-22 01:43 pm UTC (link)
Hey, an articulate and entertaining blog entry about the reason I absolutely never play online anything with strangers ever.

Yeah I hate online play, that's crazy that you were able to keep it up so long. I think it's because I am usually not competitive, so it's not like I play against people in much of anything, but when I do I don't mind losing, as long as I get to actually play the game. Too bad people I am not acquainted with suck.

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[info]lynxara
2008-04-22 02:25 pm UTC (link)
Yeah, this is pretty much what I thought reading that.

I got stuck doing a review of TimeShift after it streeted for reasons I can't remember, and enough of the game was about online multiplayer that I felt the need to spend a day trying out the modes. Well, attempting to try out the modes.

TimeShift had a deeply ill-advised feature wherein players could run around and shoot at each other before a match, presumably so they could entertain themselves while waiting for more guys to sign in on the team-oriented events. The kills didn't count, and you'd respawn instantly. Still, what this feature meant in practice is that quitters would run around and try to shoot everyone else who might be involved in the match before it began.

If you simply dropped your controller and refused to be an entertaining target, they would disconnect. If you knew the map too well and could hide from them, they would disconnect. If you had the temerity to shoot back and score a kill on them - a kill that didn't count because you were effectively in a lobby - they would disconnect.

I was connected to Live for roughly eight consecutive hours, and not once did I manage to start a team event, because the requisite eight people you needed could never manage to assemble. Inevitably a quitter would log in, run around trying to shoot people, get shot, disconnect, and usually prompt anyone else waiting around to disconnect.

I believe that was the first time I had reason, in a review, to dismiss a game's multiplayer performance based on having a poor community that wasn't worth trying to deal with.

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[info]heavymetaljaq
2008-04-22 06:23 pm UTC (link)
the reason I don't play is because you can talk to people online and they can talk to you and bleaghghghaghgheghgh online people.

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[info]sardius_
2008-04-25 09:20 am UTC (link)
Rock Band would be great if it wasn't for the quitters, because you don't have to talk to anybody. And when they try to talk to you, you can't hear what they're saying. If only every game was like this!

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[info]saiyajin71
2008-04-22 02:03 pm UTC (link)
I know exactly how you feel.

Back when I used to play Mario Kart 64 with my brother, he'd never pick quit, he'd just get pissed off and throw the controller and put me on a guilt trip for being better than him at a video game. So I'd have to lose not most of the time, but literally EVERY TIME in EVERY battle mode (because he would refuse to play GP mode due to the computer being "cheaty").

I never quit unless I was playing by myself and couldn't get 1st place when I needed it, so I wouldn't have to re-do all 4 stages again, just one stage. :/ I can't say I've ever played rockband or Guitar Hero, but I can safely say that I'd never quit in an online match. That having been said, I'd probably never lose either! >:O!!! haha j/k about that last part.

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[info]sallybanner
2008-04-22 03:40 pm UTC (link)
I don't understand the point of quitting, is there some sort of standing that falls if you lose a lot? Does your mom kick you out of the basement?

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[info]masterhibb
2008-04-22 07:32 pm UTC (link)
No, but you do have to move your stuff into the sub-basement with the molemen, and it's really difficult to masturbate with them watching all the time.

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[info]sallybanner
2008-04-22 08:27 pm UTC (link)
Unless you're into that sort of thing.

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[info]specific_chris
2008-04-23 01:09 am UTC (link)
Which you probably are, given the circumstances.

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[info]sardius_
2008-04-25 09:07 am UTC (link)
It doesn't even track your wins and losses! I couldn't find any multiplayer stats at all, except for something called TrueSkill. Everyone on Xbox Live is just a big moleman masturbating baby, I guess.

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[info]solidbox
2008-04-22 03:41 pm UTC (link)
You should play rock band with me because I have no real friends :(

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[info]sardius_
2008-04-25 09:10 am UTC (link)
I should, and I want to at some point! Nuts to playing with strangers.

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[info]qkumbr
2008-04-22 04:54 pm UTC (link)
Gameplay photos inserted between every few paragraphs make this entry easier and more pleasant to read.

Sounds like you would love Picross DS. On nights when Nintendo's servers are having a hard time staying up, you may wind up accumulating 25 default wins in a row due to poor connectivity (you automatically win when your opponent drops out). But... uh-oh! Look out for that crazy Jap with close to ten thousand wins!!!

I gave up at some point realizing that for the "Unstoppable" rank, you need 100 wins in a row or something insane like that, and the rank below that is "Champion" at 30. I don't have the time or care to memorize every puzzle, thank you.

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[info]sardius_
2008-04-25 09:12 am UTC (link)
Sounds like Tetris DS! Lots and lots of easy wins and disconnects, and then all of a sudden hey, who's this guy with like a rating of 5000 and a bunch of Japanese characters in his nameOH MY GOD AAAHHH

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[info]xkeeper
2008-04-27 04:25 am UTC (link)
5000 is the base rank; you'd be expecting Japanese namers up in the 7500 or something

Unless they changed it lately, since at one point I was 7500 and below that it was pretty hard to get a Japanese person

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[info]masterhibb
2008-04-22 07:35 pm UTC (link)
Sweet fucking mercy, "quit" and "quite" aren't even homonyms. The Internet is getting worse!


...either that, or Dan Quayle's online handle is chicosan21.

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[info]grunzen
2008-04-22 11:57 pm UTC (link)
I have seen this behavior in plenty of other games. I usually respond by quitting myself, or by trolling them into submission via text/voice chat. Voting to avoid people is a pretty good idea, though.

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[info]shihtzu
2008-04-23 12:46 am UTC (link)
I like the idea on the official forums where if someone quits in the middle of a game, they get locked out for 10 (or 20, or 30) minutes. After all, if you're quitting suddenly, it's only because you have to go, right?

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[info]computolio
2008-04-24 12:33 am UTC (link)

This is pretty much exactly what Mario Kart DS is like online.

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[info]xkeeper
2008-04-24 04:52 am UTC (link)
and Tetris DS to some degree.

except they're more full of cheaters and not just quitters.

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[info]bbh
2008-04-24 11:19 am UTC (link)
it truly is. I don't think I ever finished a 4-player race of Mario Kart DS where all 4 players were still in the game by the end of the fourth race.

But at least that game automatically hands out losses to people who drop. Rock Band not penalizing droppers is a retarded oversight.

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[info]xkeeper
2008-04-24 07:22 pm UTC (link)
Actually, for the longest time, losses weren't penalized. It became such a severe penalty that Nintendo finally did something.

Rock Band may do something similar, with any luck. Considering that it's on a console, it's entirely possible that it could just be patched with little effort.

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[info]xkeeper
2008-04-24 07:23 pm UTC (link)
It became such a severe penalty an often occurance that Nintendo finally did something.

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[info]sardius_
2008-04-25 09:15 am UTC (link)
God damn Mario Kart. It would take so long to get a full game together, and then when you finally get someone who'll play you for more than a couple of minutes, it's one of those guys who's impossibly good at snaking.

I'm glad they started penalizing quitters at least. Man that was annoying.

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