What’s 3D Castlevania look like?

If you could make the next 3D castlevania how would i play like? People often say it should be like dark souls but, what about platforming? Or do you like how they did in the “Lords of Shadow” games?

I would normally answer that seriously, Dark Souls is 3d castlevania. Like, Castlevania 3’s emphasis on commitment to attacks and enemy placement plus SotN’s non-linearity, but you got me with the platforming bit.

I don’t think lords of shadow is related to the series in any way.

I mean, I’d make it play like dark souls except you can jump with the interaction button, and instead of shortcuts being blocked off by one-way gates that become two way when you open them, they’d be blocked off at junction points between paths by obstacles you can only clear with a power up.

Powerups would probably include double jump (press jump again to divekick), a charge superjump, slide, dash, free movement underwater, wall kick, and backdash. In retrospect, there actually aren’t many powerups that let you clear obstacles.

Additionally would probably have subweapons instead of items, and those would be fueled by hearts (with the actual heart economics adjusted to make sense). The dagger and firebomb would stay in their existing roles, but made more powerful relatively (axe replacing firebomb perhaps). The Dagger can hit at a range, where the firebomb/axe can hit for more damage and be thrown in an arc (maybe have a feature where holding the item button down displays the trajectory of the weapon before you throw it by releasing the button). Holy water would be added, making a large AOE on the ground that stuns enemies who pass through. Cross would fly parallel to the ground, be a bit larger than a person, flying to the target, then back. This should allow it to hit multiple enemies on the way. Could also fly a set distance, then fly back once it reached that distance or hit a wall. Does not care where the player is when flying back, always returns the direction it came. Stopwatch stays the same, or is nerfed accordingly. Would probably only allow you to hold 20 hearts at a time, and add a stockpile up to 90-200 for extra hearts.

Maybe an estus flask or blood vial equivalent on triangle, since that worked really well for dark souls, and castlevania never had as good a health or healing system. The old games had hidden chicken, which is a basic knowledge test, the newer ones let you heal in menus, which is lame.

It might make sense to have enemies deal damage on contact, and knock the player back more. These would allow them to block the player’s path more effectively, which is part of what made classic castlevania enemies work so well. They were simultaneously a threat and roadblock, so getting past them was as dangerous as fighting them directly. Dark Souls enemies are easily ran past in comparison.

Rouge-like Elements

what do you think of rouge-like elements in game (mainly just perma-death and procedural generation) ?

I prefer Beige-like elements. Rouge isn’t my color.

For serious though, I’m not really a fan of procedurally generated content or perma-death. I believe I’ve spoken on this before. Despite not being a fan, I recognize they have their place and deserve to exist.

I think proc-gen content, especially if it’s swapped out every time you die, results in an experience where all the content is dispensable. Like, there’s less of a shared experience between people, and on some level you may have only been lucky to win because you got an easier set of levels.

I feel like these types of games are less definitive experiences that I can finish and more just random content of questionable quality.

That and Proc-Gen, as of yet, can’t generate levels better than human creators. We already have troubles with level design. The art is dead among human designers; how could we possibly quantify our level design knowledge into precise sets of instructions for the computer to randomly vary and achieve something up to par when humans who think they know what they’re doing already have a tough time with that?

The upshot of proc-gen is of course that when you vary challenges randomly, it prevents memorization, and requires mastery of the actual skill. At least in theory. It also means that players can’t act with confidence, because they never know if they’ll be thrown a curveball, and that they can’t overcome a curveball that kills them.

Maybe a good design for a future roguelike is extra lives? And not letting you get more than 3 or 5, so if you mess up, you can learn from your mistakes when something curveballs you, but if you suck, then you gotta try again from the top, and the limit prevents you from simply stockpiling lives or grinding them.

Survival Horror Tank Controls

Thoughts on the good ol’ tank control survival horrors of the past?

I never played any of them, but from a control and production standpoint it’s really obvious why they did it.

From a production standpoint, the original playstation 1 wasn’t really that powerful. To get around these limitations they employed the old trick of prerendering graphics using more complex computers, then drawing them as static backgrounds from fixed camera angles (which devil may cry later went on to imitate, being originally a resident evil game, except because it was on a more powerful system, the camera could afford to rotate). This meant that they could have really nice looking backgrounds and high fidelity character models at the same time, with the limitation that the camera could not rotate, it was stuck in the same position.

Previous to the playstation, cameras couldn’t freely rotate on older hardware. A lot of the 3d camera conventions we have today didn’t exist because they were just figuring out the rules. This meant they didn’t know the modern solution of preserving movement directional orientation across camera cuts by temporarily mapping the controller to continue moving the character in the same direction in world space as long as that direction is held on the controller (you’ll see this in the DMC series). This means if you cross a camera cut, and the angle is shifted 180 degrees or close to it, you might end up going back the direction you came, and going across the cut again, ending up in a loop of transitioning between the two rooms. In 2d games, they were usually strictly oriented to a plane, so this problem didn’t come up, your directional orientation was always preserved across cuts.

So what’s a solution to this? Having forward move the character forward in world space irrespective of camera orientation. ie. tank controls.

Of course in retrospect, that shit is jank as fuck, but it’s probably all that occurred to them at the time. In retrospect, it has the apparent benefit of making it hard to avoid enemies, but it’s debatable how helpful that is or how much that adds to the game. Having weird and counter-intuitive control schemes can sometimes help a game, like God Hand, but it depends on context. I haven’t played these games, so I can’t really testify as to whether it works for them. I doubt it does, but I don’t really know.

Game Design Book Recommendations

What do you think of the book on gamefeel?

It’s an awesome book.

Here’s a sample of the types of things it talks about:
http://www.gamasutra.com/view/feature/1781/principles_of_virtual_sensation.php?print=1

In the book it defines the term precisely, as the confluence of spatial simulation, polish effects, and real-time control (which might be better termed, “real-time direct control”, since starcraft is cited as the defining example of a game that lacks only real-time control and no other elements of game feel). It lays out specifically how each of these things looks like individually, and every combination of them short of the whole thing, and lays out how only all 3 make the full sensation of game feel clear. Continue reading

Joseph Anderson on Dark Souls

What is your thoughts on this guys video series on his critique of Dark Souls?

I started to do a level-by-level critique of dark souls myself. It went unreleased due to audio level issues. I had different criticisms than this guy, like the way that the door out of the asylum demon’s room isn’t more obvious, leading many many players to try to fight the asylum demon instead of realizing they can run away (like sean malstrom). Also the kick/jumping attack instructions could have been more clear, and there could have been a shielding enemy that allowed the kick instruction to come across better. And the room explaining how to put on armor and equipment is easily missed too. I also think they crowded too many messages around the boss fog. I didn’t miss these things, but a lot of other players did from the LPs I’ve seen. I like the dark souls asylum tutorial way better than the dark souls 2 tutorial which has branching paths without any real flow, Though I like the way the dark souls 2 tutorial can be skipped. Continue reading

Gameplay is Meaningless?

Do you think the word gameplay is bad because it’s redundant or meaningless? When people talk about books, they don’t say bookread because everyone knows you read a book. Similarly, everyone knows a game must be played, so the term gameplay is pointless. Of course, nowadays, games have many different sections with wildly varying mechanics, as well as things like cutscenes and QTEs, so maybe the word makes sense.

Come on, don’t play coy, you know the answer I’m going to give to this.

The term gameplay isn’t meaningless, in the same way the word “cinematography” isn’t meaningless, or saying a book is “well written” isn’t meaningless. People use the term gameplay to refer to the interactive segment of the media work, as opposed to the music, visuals, story, etc. People use the word cinematography to refer to the composition of the shots as opposed to the plot, writing, acting, etc. People use the phrase, “well written” to refer to the method of writing used to render the plot elements in distinction from what those elements are.

The distinction is even more clear in the case of gameplay than these other terms. There wasn’t a parallel evolution of language across these mediums allowing for perfectly equivalent terms across all three, in part because the mediums are different, with games being a hybrid medium, or perhaps more accurately, a medium that requires communication through other mediums. Video games are a hybrid medium consisting of visuals, sounds, and optionally stories, games in a true sense don’t need all these things, but they typically need tools to facilitate them.

Nonetheless; come off it, there needs to be a word to describe the interactive challenging portion of a media work. If you don’t have a word encompassing that whole part, but still more specific than referring to the whole work, then you make communication way more difficult than it needs to be.

I recall icyclam’s argument that a better word than gameplay is “mechanic” and it’s not supported, because mechanic is way more specific, and gameplay can be used to refer to phenomena that result from mechanics, rather than just the mechanics themselves, not that icyclam EVER cared about whether the mechanics were good, as should be evidenced by his abstainence from specifically referring to them ever.

It’s of massive convenience to our language to be able to say things like, “gameplay consists of,” “The gameplay is good/bad,” “There isn’t enough gameplay instead of cutscenes,” “this form of gameplay continues for 3 hours,”

If you substitute the word mechanic here, notably the meaning of these sentence fragments changes, same for whatever other word you may choose.

Gameplay communicates a specific thing that we have a common understanding of, which is distinct from the words around it. We can communicate similar differentiations in other mediums (“It’s a good story, but poorly written” “The actors do a nice job, and it’s a good script to a good plot, but the cinematography is horrible”), even if we don’t have the same equivalency in terms over there. This is not a dispensible word.

But at the same time, what if I said that just as when you press a button, there is an animation, similarly, when you press buttons for 30 mins, there is also an animation (that ‘animation’ being a cutscene)? What is the difference between a quick animation for one button press vs. a longer animation for a series of button presses?

Iteration time. I’ve been watching people give talks on modern board game design versus old fashioned board game design for a while. One of the big things that most modern board games do is they have everyone take their turn simultaneously instead of each person individually take a turn, forcing everyone else at the table to wait. To cut down on this, in games where people still do go back and forth, frequently to cut down on people taking forever with their turn, the actions people will be allowed to perform are split up into tiny bits so it goes back and forth really quickly.

The decision happens at the point you make it. The gameplay happens at the point of decisionmaking. The more frequent these are, the more you’re playing, the less you’re watching. Below a certain threshold, the iteration time is negligible.

If you have a quicktime event, you have a really really simple system, pass/fail. It’s a reaction test basically. It’s the minigame played in sonic generations or unleashed when you jump off one of those ramps that has you press buttons to do poses in sequence before you land to get ring power. Except between each button press is a cutscene. There’s no decisions being made, just press or not press. The game state is no more complicated than that, and they stick extra stuff inbetween for cinematic effect. It should be obvious what I mean when I say, there isn’t much gameplay going on.

The difference is, shorter iteration times get you to the point that actually matters faster. This is primarily a user experience thing, but that doesn’t make it unimportant.

re: gameplay. I actually don’t think clam’s article on the topic is any good, partly for the reasons you mentioned, but also because he uses other terms like “gamer”, which can be criticized in the same manner. What is a gamer? Do we have moviers or bookers? Why aren’t people who play sports or board games or card games considered gamers? But who cares about any of that, I’m too busy being the most hardcore gamer in the world. That said, I think the criticism of the use of gameplay is valid. I hadn’t considered terms like cinematography, that is some pretty good critical thinking skill you’ve got. I guess the problem is no one adheres to a consistent definition of gameplay. How would you define it? I would say it’s all of the systems and mechanics, how they interact with each other, and how the player manipulates them. Rules are a byproduct of interactions, so I didn’t mention that term. Also, is core gameplay proper? E.g. Bayonetta has shooting and driving segments, but the core gameplay is beating things up. Make sense?

Usually people say film buff or bookworm, though I haven’t heard anyone say those in like a decade.

I’ve seen gamblers referred to as gamers before. And tabletop roleplayers are frequently called gamers. Both D’arbys are referred to as gamers in Jojo. People who play sports are athletes.

I don’t know why the term gamer stuck so hard. Mark Ceb would argue it’s a really successful marketing thing that only took off maybe a decade and a half ago. He might be right on that. I don’t really know why gamer for video games is something that seems so natural or why it became such a big part of so many people’s lives. Maybe it speaks to the efficacy of the medium to hold engagement?

Your definition of gameplay seems reasonable enough, but it should also have the definition as the active segment of time during a game, so we can have phrases like, “gameplay resumes”. And probably whatever other definitions would fit the various phrases I tossed out during the answer this is replying to, since all are in common use.

I think core gameplay is proper, because it’s possible to have segments of mechanics that are interrelated within those segments but totally separate from one another, and choosing one as core only seems natural. It’s in common parlance already and it’s not a big stretch.

Stat Gain without the Lame

How should stats affect gameplay in rpgs? Having them make the character stronger just makes the game easier so, do you have any alternatives?

As opposed to affecting what else? Appearance?

I know I already largely covered this topic in a previous post: https://critpoints.wordpress.com/2015/05/29/do-you-think-the-souls-games-would-be-better-if-they-werent-rpgs/

On the other hand, grinding versus not grinding can be like a form of self imposed challenge, but that doesn’t really tend to work out.

The alternative is not having stats make the character strictly stronger, only different, but that makes it so stats are no longer a form of positive feedback. Continue reading

For Honor: Combat Trailer Analysis

Review the combats:

Okay, from its announcement I was interested in For Honor, but also hesitant about it, because it’s hard to tell what’s going on exactly. Like there’s 3 attack stances, controlled by the right stick (what controls the camera when you’re not locked onto a human opponent? What allows you to switch your lock-on between human opponents?) that clearly do different attacks, but the animations don’t have very clear arcs to them, and the UI here clearly indicates your opponent’s block stance as well as your own as a means of compensating for the unclear animations.

The npc rabble appear to go down in one hit, much like enemies in a dynasty warrior title, but also seem to be able to damage you. There are 5 segments of health on each player character, each sword blow seems to deal 1 segment of health, some abilities can deal partial damage to a segment, and some character classes lose partial segments on successful blocks, as seen near the end of the first commentated section of footage. (which makes sense, as they said the assassin’s class doesn’t have good defense)

There appear to be guard breaking moves, and things that have combined animations between both players that move them around, and I have no idea what triggers those or what they really do.

I don’t know how the hit ranges are determined, or whether the attacks are magnetic or not, or how attack animations are determined, and regrettably, that’s what this kind of comes down to. Attacks might be randomly chosen out of a bag for all 3 block zones, they might have predetermined looping sequences for all 3 block zones (preferable). There might be additional actions possible depending on the buttons you press that trigger those extra actions. It’s honestly hard to tell right now.

The other thing that is up in the air is the relationship between the block zones. In 2d fighting games, there are 3 possible properties an attack can have, high, mid, or low. You have 2 block zones, back, which blocks mid and high attacks, and downback, which blocks mid and low attacks. Mids and Lows are allowed to be fast in 2d fighting games, so downback is the default block zone, highs must be slower to allow for reaction time. In 3d fighting games the relationship is different. There are still high mid and low attacks, but a high block in a 3d fighter will block high and mid attacks, an a low block in a 3d fighter will block low attacks, and high attacks will miss, but mids will hit. In 3d fighters, mids and highs are allowed to be fast, but lows are the slow ones.

In this game, all 3 block zones seem to be totally exclusive, so is there a relationship between attack speed and block zone that prioritizes any of them? Dunno. If there isn’t, then it’s a 3-way guessing game, which sucks, but if the attacks are animated well/consistently and you can play the range game footsie dance, then it might work.

If you can’t consistently produce attacks, it’ll suck, guaranteed. It pretty much hinges on that. Can’t tell yet.