Ability Progression for Dummies

Whats you opinion on giving the player all abilities in the beginning vs gradually gaining them as you progress? Does it matter? Or you can do both but it depends on the execution?

Giving abilities over time prevents decision paralysis/analysis paralysis.
https://en.wikipedia.org/wiki/Analysis_paralysis

Unlocking abilities over time basically never gives a game more depth than having them all from the beginning, unless later skills overshadow earlier skills, reducing the relevant depth of the game (though ideally not more than they increase the absolute depth of the game). So in that case, the game isn’t able to explore all the depth possible in its system unless you play both with and without all the abilities at once.

One approach that I like is the Symphony of the Night approach where you actually have all your spells from the beginning, but just don’t know them. You need to buy or find scrolls that tell you the input. This means that experienced players can play the way they want to from the beginning without needing to unlock anything, while newer players can be introduced to things as they have time to digest that information.

The ability to unlock new abilities over time can contribute to the depth of a speedrun if the time at which you gain each ability is negotiable, making it an interesting optimization constraint to gain certain abilities sooner or later.

On a simple level, it can help the game have a different tone and structure to its gameplay at the beginning relative to at the end. The first example of a game where later abilities overshadow earlier ones to reveal a different style of gameplay is probably a more productive implementation of this.

On a more psychological level, away from the notion of depth, there’s a simple feeling of reward in response to obtaining new things to play with. It feels good to work your way up to something and being given something new, regardless of whether that process is fun or not. This is why collection elements are so strong in so many games.

Some games, like DMC, are clearly more fun when you’re playing with a full deck, where others do better with a steady drip feed, like ……. Well, I can’t actually think of a good example here. Nioh? Oh. Metroidvanias. In those, even progression is tied to abilities.

Multiple Enemy Fights are Fair

The claim that Souls combat is best suited to one on one seems quite popular, and even Yahtzee barfed it in his let it die video. ( http://www.escapistmagazine.com/videos/view/zero-punctuation/116981-Let-It-Die-Review ) What is the basis for this claim and how would you counter it?

Basis: When you lock onto an enemy, the camera points at them. You cannot lock onto multiple enemies at once.

Counterpoint: This is true in Bayonetta and Metal Gear Rising as well, Nier Automata too, and nobody would say this horseshit about those games, even though MGR shits the bed in multiple enemy encounters by having the camera slowly push you into the wall. Continue reading

Designing Secrets that Stay Hidden

Hey again (I asked about Gunvolt, super happy you enjoyed it as much as you did), I saw your blog entry about secrets and wanted to ask if in this age of the internet and datamining, do you think it’s possible to hide secrets as well as older games have done? Any special methods you can think of?

The easiest thing you can do is encrypt or keep resources off the hard drive. Don’t describe whatever it is in plaintext, because that’ll get dumped then ctrl F’d. Don’t store whatever you’re hiding in plaintext anywhere. Don’t name the files after it, don’t name the folders after it, don’t have any references to it in any image or sound file, unless you encrypt those files, and hide the encrypted result inside another file that is of a type people would overlook.

The key for hiding things from modern day datamining is Steganography paired with cryptography. Cryptography means nobody can hit ctrl F and find it. Steganography means nobody thinks to look for it. Continue reading

Awkward Control Styles

What’s wrong with “it’s scarier if you walk like you’re drunk” if the game’s built around it? It reminds me of when people call Castlevania’s jump unfair. Power IS agency, right? To be challenged, the player must have weakness. What defines “bad” control limits for a game to impose?

I think agency is the wrong word to use with regards to a video game, because unlike real life, there’s no relative scale between games as to how much “agency” they have. In real life, agency is your control over your environment. It’s very easy to compare types and measures of agency between homeless people, stock brokers, weight lifters, and programmers, but in a virtual environment none of that means anything. Do you have a high level of agency in a life simulator where you can buy a home? Do you have more agency in a city builder than a life simulator, assuming they’re of similar complexity? Do you have more Agency in Fallout New Vegas where you get all these narrative choices to do crazy things like disband factions, manipulate people, and shake up the balance of power or whatever, or do you have more agency in Devil May Cry, where you have this overwhelming fine-grain control over what the character can do? Do you have more agency in Chess or Go? What about Tetris? Continue reading

A Random Encounter Approaches!

What do you think of random encounters? Do you think they warrant as much hate as they get? What would you do to make them more interesting?

There’s some really easy solutions to random encounters. They’re irritating because if you’re trying to grind intentionally, they drain a ton of your time just walking around. They’re irritating because if you’re trying to get some place, they pop up and drain your time with a fight you don’t want to participate in at that moment. Continue reading

Playing with Space

Kay, so Position is something that can be in a lot of possible states. You have X, Y, and Z coordinates. Any object can potentially occupy any combination of these coordinates. Each of these possible coordinates is a state.

In a game oriented around combat, you have your character’s position, then each enemy’s position. So if you had an absolute possibility space lookup, the maximum number of states is every combination of X and Y coordinate between you and the enemy. That number of possible positions is really big. It gets even bigger in 3d games which use floating point math to determine object positions.

So here’s the trouble, redundancy. Realistically, you’re not using all that space. Realistically, any set of coordinates where the difference in position between you and the enemy is the same is the same state for all practical purposes. Realistically, if you and the enemy are too far apart to fight each other, then all the states are redundant until you’re close enough for there to be significant positional play. And the Z coordinate tends to be a bit constrained by gravity, so most 3d games only really play out on an X/Y plane with a bit of Z-Action within that limited height the character can jump, or have the high ground relative to an enemy. Continue reading

May You Have An Interesting Death

What are some interesting mechanics in videogames you can think of that involve the player dying? (Like losing your curency in the Souls series when you die too many times)

Okay, so what’s death really? Death is resetting the state of the game to a prior state. How can you change this mechanic? By changing what is persistent through the reset, or what persistent effects are created after the reset, or having something happen between the point you technically die, and the point where the reset actually happens. The other obvious thing is changing the point that is reset to. Continue reading

For Honor and Souls-style Multiplayer

I’ve seen a lot of people compare For Honor with fighting games recently, do you have any thoughts on the game?

It’s meh. It’s better than most AAA trash, but it’s kinda simple. Basically, hold LT to lock on and block. You’re always blocking as long as you’re locked on in one of 3 directions, controlled by the right stick. You also attack in the same zone that you’re blocking in. You have light and heavy attacks, heavy attacks are useless unless you’re punishing something with particularly long recovery. You also have a guard break, so you can block, guard break, and light attack. Attacks are slow enough that you can always react and block in the correct zone. Guard breaks are fast but you need to be close. So between these you get the standard rock paper scissors loop: Attack, Guardbreak (throw), Block. Oh, there’s a dodge too, but the dodge sucks. It’s only really useful for dodging out of range if you’re right on the edge of their attack range. Continue reading

What Makes a Dynamic Platformer?

You’ve criticized the shallowness of super meatboy for basically being an execution challenge, but where would you say a pure platformer can get depth from, If there isn’t a dynamic element that responds to player input, such as enemies? multiple paths don’t really add dynamism necessary for a game.

Okay, so a lot of this depends on your definition of “pure platformer”. Is Mario a pure platformer? Is Mirror’s Edge a pure platformer? Castlevania and Megaman probably are not. Is Ori and the Blind Forest? It kind of straddles the middle, but also not really.

Mario has dynamic elements that respond to player input. Mirror’s Edge does not in most parts of the game. Super Meat Boy has a few (like the homing worms, and disappearing blocks, which you’ll notice aren’t duplicated in replays).

Multiple routes don’t have much dynamism, true. The idea is more routes on top of routes, on top of routes. Rather than totally distinct and separate routes, you make every little part have overlapping means of execution that have different results/tradeoffs. Continue reading

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