The Brothers Who Changed the Future of Fighting Games...
Key Moments
Brothers revolutionized fighting games with EVO and GGPO, now building 2XKO.
Key Insights
Tom and Tony Cannon transformed the fighting game community by co-founding EVO and developing GGPO netcode.
EVO's creation was a direct response to the decline of arcades, aiming to evolve the competitive gaming experience.
The Cannon brothers' journey involved overcoming significant logistical hurdles, including last-minute equipment crises.
GGPO rollback netcode was developed to address the inherent lag issues in online fighting games, prioritizing player immediacy.
Their current project, 2XKO, aims to bring the social and community aspects of arcade play into the online gaming experience.
Riot Games acquired their studio, providing resources and creative freedom to develop 2XKO within the League of Legends IP.
FROM ARCADE ROOTS TO EVO'S RISE
Tom and Tony Cannon's journey began in the vibrant arcade scene of the 80s and 90s, where their passion for games like Street Fighter 2 ignited a competitive spirit. Witnessing the decline of arcades, they envisioned a way to preserve and evolve the competitive spirit, which led to the creation of the Evolution Championship Series (EVO). EVO was conceived as the 'evolution of the arcade scene,' aiming to bring the energy and competition of local arcades to a larger, more organized stage, proving that fighting games were a legitimate and compelling form of competition.
OVERCOMING LOGISTICAL NIGHTMARES
Organizing early tournaments, especially EVO, presented significant challenges for the Cannon brothers. They recount instances of last-minute vendor cancellations, such as a critical TV equipment order falling through hours before an event. This forced them into desperate measures, like purchasing dozens of CRT televisions from a distant Walmart and transporting them in a U-Haul truck, even facing mechanical issues like a failing clutch. These experiences highlight their scrappy, problem-solving approach, relying heavily on community support to overcome seemingly insurmountable obstacles and ensure events could proceed.
THE BIRTH OF GGPO AND ONLINE PLAY
As online gaming became more prevalent, the Cannon brothers recognized the critical need for better netcode. Frustrated by the unplayable lag in early online fighting game ports, Tony Cannon, with his programming background, developed GGPO (Good Game, Pretty Online). This groundbreaking rollback netcode revolutionized online play by minimizing perceived latency, allowing for a much smoother and more immediate experience. GGPO not only rescued online fighting games but also became a crucial technology adopted by countless indie developers, significantly enhancing the accessibility and enjoyment of competitive online play.
EVOLUTION OF EVO AND COMMUNITY BONDING
EVO grew from a local gathering to a global phenomenon, marked by iconic moments like 'EVO Moment 37.' The tournament's success was driven by its ability to foster deep connections within the fighting game community (FGC). These events transcended socioeconomic and national boundaries, creating a shared experience where players who might only meet a few times a year at tournaments could instantly connect. The very act of competition, the camaraderie, and the shared passion for the games became the glue that held the FGC together, solidifying EVO's place as the pinnacle of fighting game tournaments.
THE TRANSITION TO GAME DEVELOPMENT: RADIAN STUDIOS
Leveraging their extensive experience in organizing tournaments and developing crucial technology like GGPO, the Cannon brothers founded Radiant Studios. They aimed to apply their deep understanding of player needs and community dynamics to create their own fighting game. Their initial project, 'Rising Thunder,' was conceived to address issues they observed in the genre, like high entry costs and subpar online experiences. This venture marked their transition from community builders and technologists to full-fledged game developers, seeking to innovate within the fighting game space they knew so well.
Riot Games and the Vision for 2XKO
Seeking to revitalize the fighting game genre on a larger scale, the Cannon brothers eventually joined forces with Riot Games, leading to the development of '2XKO'. This partnership allowed them to combine their passion and expertise with Riot's extensive resources and established IP, particularly from League of Legends. Their goal for '2XKO' is to recapture the social essence of arcade play, integrating robust online features and community-building tools. By leveraging familiar characters and worlds from League of Legends, they aim to create an accessible yet deeply engaging fighting game experience that resonates with both existing FGC players and a broader audience.
Mentioned in This Episode
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Common Questions
The Cannon brothers, Tom and Tony, were active players in the arcade scene. Witnessing the decline of arcades, they decided to organize tournaments themselves, which eventually led to the creation of Evo, the Evolution Championship Series.
Topics
Mentioned in this video
A friend of the Cannon brothers who was instrumental in documenting Evo Moment 37 by recording the match.
A home console that initially disappointed with its fighting game ports due to poor online performance.
An indie fighting game that adopted GGPO, demonstrating the potential of the netcode for smaller developers.
A friend who edited and uploaded the footage of Evo Moment 37 to YouTube, coining the name 'Moment 37'.
An arcade that became a significant hub for early fighting game tournaments in California, hosting the event that led to the idea for Evo.
A city-builder game developed by Radiant, showcasing the brothers' passion for game development beyond fighting games.
A friend who worked in the production truck during an Evo broadcast with ESPN, ensuring crucial moments were captured correctly despite external production challenges.
A competitive two-on-two robot football arcade game that the brothers also enjoyed playing.
The premier fighting game tournament, founded by the Cannon brothers, which evolved from the arcade scene and became a global phenomenon.
A groundbreaking fighting game that captivated the brothers and became a cornerstone of early arcade and competitive gaming culture.
The video game developer that produced Street Fighter and whose hardware allowed for early tournament footage capture.
An American player who made the top eight at Evo, highlighting a triumphant moment for the home crowd and providing a compelling narrative for broadcasters.
A MOBA game whose success inspired the Cannon brothers to aim for a similar impact on the fighting game genre.
A console platform for which fighting games were ported, influencing tournament organization.
The other Cannon brother, who was the primary programmer in their youth and later developed crucial netcode technology like GGPO.
A legendary Japanese fighting game player famous for his part in Evo Moment 37.
A console platform that transitioned fighting games from arcades, impacting tournament organization.
A player mentioned in the context of a specific Street Fighter interaction demonstrating the importance of precise timing and prediction.
The indie game development company behind Skullgirls, which adopted GGPO.
A legendary moment in fighting game history, captured at Evo, which significantly boosted the tournament's profile and demonstrated the potential of competitive gaming.
The early home computer system owned by the Cannon brothers where they first experienced programming.
A notable early fighting game player who emerged from Sunnyvale Golf Land and participated in the rivalry between NorCal and SoCal.
A champion player from the Sunnyvale Golf Land scene.
An American fighting game legend who participated in the iconic Evo Moment 37 match against Daigo.
A middleware project developed by Tony Cannon that significantly improved online fighting game performance through rollback netcode, making online play viable.
A major game publisher that showed reluctance in adopting new netcode solutions like GGPO.
The company that acquired Radiant, allowing the Cannon brothers to continue developing fighting games within their ecosystem, particularly for 2x KO.
A fighting game currently in development by the Cannon brothers under Riot Games, aiming to bring back the arcade social experience to online play.
One of the Cannon brothers, significantly involved in organizing tournaments and later in the business and technical aspects of fighting games.
A fighting game developed by Radiant, aiming to innovate the genre with good netcode and accessibility, which later led to Riot Games acquiring the team.
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