Boss Design & Doing a Lot with a Little

I remember you showed a writeup on how to design enemies from a Platinum games dev who said enemies with patterns would get too boring. Would Lil Horn from Super Meat Boy and Gelaldy from Ys Origin be good examples of that? Each attack pattern for them is exactly the same for each phase.

I feel compelled to say there’s probably exceptions to that rule. Like imagine a boss with patterns that speed up steadily over the fight, or one with patterns that are reactive to the player’s position and therefore are a bit different every time you play. Ninja Gaiden NES even had a perfectly serviceable boss who just walked left and right. Hell, a lot of old NES games had serviceable pattern bosses.

I think Lil Horn is absolutely a terrible boss fight though. Essentially you just repeat it until you memorize where to stand. Most of the boss’s attacks are designed to be unreactable, so you really just need to know in advance what will happen and the same thing will happen every time. There are some randomly spawning obstacles, but these are trivial. Continue reading

Shark Shoals: Prepare to Dive

What if the souls series had swimming? Would it be a good idea?

Probably not. You’d need to make a totally new set of animations and mechanics for it and it wouldn’t really emphasize what the series is established on.

Now a new game based on swimming and underwater combat in the souls style, sure, that might be interesting.

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How would you design Deep Souls/Dark Swims?

Gonna go with the title: Shark Shoals: Prepare to Dive Continue reading

We’ve Gotta Murder Quake: Arena

Please tell me I am not the only one who is sick and tired of every single recent or upcoming arena shooter being a Quake 3 clone (or UT clone). We have Xonotic, Nexuiz, Warsow, Open Arena (though it admits being a Q3 clone), Red Eclipse, Toxikk, and Reflex. Almost all of these rip their weapon sets directly from Quake, about half of them have quake style bunnyhopping, with Toxikk having unreal tournament type movement. Points to Red Eclipse for coming up with some more original movement methods even if it does look a bit janky overall. And of course on the horizon is Quake: Champions, which aims to do the arena thing all over again.

Lets look to the future a bit: FPS games and mouselook shooter games in general are unexplored, they’re practically infants compared to other genres in terms of mechanical development. Sure, we have open worlds, cinematic set pieces, RPG elements, physics puzzles, and so on, but not a lot of games are really considering the more basic interactions, like how people shoot, or how people move, and what they shoot and move in response to. Rather than continually copying Quake 3 like it was god’s gift to FPS games, we should be copying its example and the precedent for what it did right rather than verbatim bringing back the same weapons again. We should also be looking outside the genre for things other games did right that could be replicated in first person. Continue reading

Gunvolt Impressions

I’ve tried my best not to ask “opinion on X” questions, but I recently got into talking about Gunvolt and it was described as “The DMC of 2D action.” I like GV a LOT, but I don’t think it’s a good comparison. Have you played it, and if so what do you think its strongest point as an action game is?

Hmmm. I started playing it after you asked this question and I’m writing this answer as I’ve played 5 stages, the first one, the media tower, the prison, and the underwater one.

I’m not sure I’d call it the DMC of 2d action games, it doesn’t seem to fit the same mold as DMC. But wow does it do a lot of interesting things. I wasn’t so interested in the game from the footage I’d seen (but I was a little interested because I really loved Megaman Zero), it’s not very impressive to watch until you’ve tried it for yourself. Like it seemed like people just used the flash field all the time after tagging enemies and it was kind of a one-stop solution. Continue reading

Movie-Fueled Game Design

Where would you draw the line with developers using movies to influence game design?

I don’t think there’s a line to be drawn so much as there needs to be a methodology.

Creating games is about creating systems, and movies and other stories ostensibly chronicle the interactions of fictional systems, or the interactions of real life systems. So you can look at a movie and say, “whoa, there’s a big focus on kung-fu here, how much of that can I adapt into a game?” Continue reading

Improving Unwinnable Boss Fights

What do you think of unwinnable battles or battles that aren’t ment to be won like the first kishgal fight in Ys Origin, first Jetstream Sam encounter, first Vile fight from Megaman X, ect?

They’re kind of a waste of time. It’s a lot more rewarding when it’s a 1 chance battle instead of an unwinnable one.

Shoutouts to Demon’s Souls, and Ninja Gaiden Sigma for including these and giving special rewards for completing them (in NGS’s case, literally beating the game on the spot).

Shoutouts to Magination for taking this idea to its logical extreme and including a boss fight that is technically beatable, but ridiculously hard (kill 99 enemies in turn based combat hard in a game designed for only 4~ enemies per battle).

Unwinnable boss fights are better viewed as segments where the goal of the scenario is altered from other scenarios, but it’s not clearly communicated to the player. The new condition for progression is reducing HP to 0 or the equivalent, which is normally avoided. So instead of trying to kill the boss, you need to surrender as soon as possible.

Some people view them as “taking control away from the player” or “forcing the player to experience defeat.” I think this is kind of a misguided layman’s view.

This can be really bad in games where you have consumable resources which can be wasted in such a fight. If players don’t catch on that they’re not supposed to win, they might waste resources. Also bad is if players think a battle is supposed to be unwinnable, but actually isn’t. A lot of games don’t want to be honest about whether a boss fight is unwinnable or not, because they’re trying to tell a certain story and deliberately mislead you into trying your hardest and failing.

One solution might be to have a 1 chance battle, but at the end, the boss asks, “Do you give up?” and one choice progresses the plot, one choice triggers game over and you can retry from there.

Mostly I think they’re a waste of time because it’s not challenging to die, it’s inevitable, and it can be irritating to trigger the enemy to kill you, depending on how random they are (I get annoyed at this in MGR sometimes when Sam decides to just stand there).

Piracy

Can you give me your opinion on this short conversation: http://pastebin.com/51hM4bGw I don’t know if I totally agree with the “friend.” Pirating has been a bit of a grey area, with devs saying they don’t mind (Gaiman, Ed McMillen).

I don’t think always-online is ethical, because even on land-line connections, we’re not always online. Connections blip and sometimes get cut off completely. Those servers won’t always be there to authenticate us. MMOs are kind of a tricky topic, because someone needs to run a server for them to work at all, unlike say starcraft, which you can hook through hamachi or a LAN and play any time you want, regardless of servers. I think as a show of good faith, the server software to an MMO should be released when the developers can no longer support it. I don’t think the game should remain dead forever. Continue reading

Building More Complex Beat Em Up Moves

Do you think its possible to have an action beat em where can perform the complex movements of something like this? Where you perform those moves yourself unlike the batman arkham series?
https://www.youtube.com/watch?v=7-Lxu220l9c

Okay, so lets list off everything in that scene:

1. Pointing and shooting
Going with the obvious first, apologies

2. Climbing on walls
Games have done this before, like asscreed

3. Pulling people from below ledges
Games have also done this before, you can have a contextual prompt for it, then a canned/IK’d animation. Continue reading

Marth Guide

How do I git gud with Marth on Project M? Annd how the fuck do I Ken Combo properly, the dair seems to have gigantic input lag and it never lets me recover until I’m halfway below the stage’s pit.

Follow Melee guides to Marth. Of all PM characters, Marth functions the most identically to his Melee incarnation and requires the least adjustment. The only big difference is dair has a really short landing lag time, so it’s more useful as a launcher. Continue reading

What can we call Not-Games Software?

You thought of a good name for simulations of space/virtual environments yet?

Nope. I tried looking through similar types of things on wikipedia to see if there was a categorical name for them (but did not find one):

https://en.wikipedia.org/wiki/Haunted_attraction_(simulated)
https://en.wikipedia.org/wiki/Funhouse
https://en.wikipedia.org/wiki/Obstacle_course
https://en.wikipedia.org/wiki/Adventure_park
https://en.wikipedia.org/wiki/Ropes_course
https://en.wikipedia.org/wiki/Steeplechase_(athletics)
https://en.wikipedia.org/wiki/Sleep_No_More_(2011_play)
https://en.wikipedia.org/wiki/Site-specific_theatre
https://en.wikipedia.org/wiki/Interactive_theatre
https://en.wikipedia.org/wiki/Experiential_education
https://en.wikipedia.org/wiki/Adventure_therapy
https://en.wikipedia.org/wiki/Project_Adventure

Some candidates I have are:

Video Dreams
I think this one is just cute more than anything. I don’t think it’s descriptive or crunchy enough to actually catch on.

Entertainment Software
This can include stuff like Netflix, so I’m not sure if it’s really specific enough. It’s already used a fair amount, so low bar to adoption.

Promenade Theater/Site-specific Theater/Environmental Theater/Interactive Theater
Applicable to theater productions, but no good word to bridge it to digital media. It’s the physical equivalent to what is commonly done in digital media, you set up a place that allows people to interact in a certain way and see certain things.

Digital Museum
Fairly self-explanatory. A few digital museums actually already exist. Trouble is that people might expect things that resemble real museums a bit more when the media here supports things that are more like Disney’s Animal Kingdom. The word Theme Park also isn’t really appropriate because it’s not really a park.

Digital Playground/Sim Playground/Sim Spaces
Maybe these could be the best term? They’re generic enough that it could fit nearly anything that’s currently being called a game, but more specifically referring to a space than entertainment software, thereby excluding Netflix.

Virtual/Sim Adventures
Bit more imaginative than the previous ones. Virtual/Simulated/Digital are all decent descriptors to point out that this is happening on a computer. Simulator is slightly more generic and can refer to real life simulations too, which may be desirable for a term like this, since there is an analog in medium.

The primary criteria I’d have for a term like this is that it’s short, two words maximum, it’s descriptive, and that it’s easily adoptable, not too far a jump from our existing lexicon. Ideally it would seem like a word/term we always had.

Again, if you guys have any ideas, you’re welcome to send them in. I haven’t gotten any suggestions yet. You can of course use pastebin for longer thoughts.

All those ideas are honestly terrible, lol. Video dreams? Promenade theater??? I really think walking sims and interactive environments are the best terms.

I’m not referring exclusively to walking sims here, I’m trying to come up with an encompassing term for all simulated environments, because games aren’t necessarily simulated environments and simulated environments aren’t necessarily games.

Also promenade theater is a real term.

Think I’ll go with Simulated Environments.