this year's "
Touhou World Cup" just finished the main matches last night. i'm not connected closely to the community, and i've never watched this event before. in fact, i don't think i would've this year either, except that it came up in my twitch recommendations for about the third time two weeks ago and i saw they were playing
unconnected marketeers with a focus on high-skill survival play. which some might remember, i didn't like very much, so when i tuned in i was feeling a bit of the lurid sense of 2001 reality tv. "i get to watch people hurt themselves!!"
because for all of the interesting aspects of zun's games, i do feel like there's a strong tendency for the game design to lead to counterintuitive outcomes when people try to push the scoring past a certain point, and similarly for "no bomb" play there's a lot of stuff that's random or just brutally difficult to do consistently. i'd watch replays of these things when they came through, partly out of the morbid curiosity over what even caused the counterstops in the last two main games, or wonder at how people survive some of the ridiculous spray sections of stages in recent games where enemies really just can't be eliminated very effectively. so i kind of have always wondered what kind of person puts themselves up to this
well, it's not that complicated, even though it's not very interesting to say that it's people who really love a popular series, which is the kind of thing that often leads to really high skill competition. beyond that, this is a really interesting shmup demonstration, since generally other events focus on one-shot plays. there have been some REALLY good presentations coming from that setup, but this being a sort of medium-scope head to head format (one player from each team has 2-2.5 hours or so to make attempts, depending; the timer cutoff is the last time a player is allowed to start a new run) is both exciting as it gives lots of chances for comebacks and a clutch final run, and something with a lot of interesting strategy behind the various aspects of preparation. those include which players on a team will focus on which games, and whether to try to focus on harder or less reliable character choices incentivized by the event scoring system or stick with the most consistent or comfortable choices a player might have already. matched up with chaotic but occasionally insightful commentary it's actually a good way to appreciate the skill and difficulty a bit more, and sometimes even the design itself. last night's match, the final scoring event of the season, was UM scoring, and that's a game that turns into something very different at this level, with a lot of strategic resource management, places where you can try to correct and adjust for mistakes. the community uses some factors to mitigate the randomness of the items, and there's lots of challenge around dragging out boss phases for more hits or to set up good timings later. and after the losing player's final run finished, he hopped into the voice chat and talked a bit. about his frustration at not getting the run he wanted, and the mindset piling up around that, but also talking very earnestly about his love for the game and intent to keep playing it, and hope that people watching would find something interesting to try in it too. it just really made me think about the whole thing differently, even if the core game has aspects that i would still say are not super up my alley.
and i mean, i'm not about to pick up competitive touhou, hahaha. i still don't really want to interface with that stuff to dedicatedly. but watching it has been a reminder of how cool the games are, and how amazing people can get at them when they work hard for a long time.