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 →

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 →

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 →

Stealth Game Informational Warfare

Do you think third person stealth games are inherently weaker than first person ones? Even when you get x-ray power in first person games like Dishonored, you still don’t have the same advantage of being able to see all the enemies around you, that a third person camera, inherently brings.

Depends on how important you think the game of information is in stealth games. early MGS and other top down or side-on stealth games don’t really prioritize this aspect at all (such as monaco or mark of the ninja). Though monaco and mark of the ninja (at least in NG+ mode) both hide where out of sight enemies are, only illuminating areas in your field of view (executed surprisingly well in mark of the ninja, not the type of thing you’d expect to work in a 2d game). Continue reading →

The Importance of Rock Paper Scissors

You often mention the RPS model in some of your examples and answers but what does it entirely mean? I mean yeah, it’s Rock-Paper-Scissors, but how is this important in the context of video games?

In single player games it’s debatable. In multiplayer games, it practically is the game, assuming there’s hidden information of any kind, and that hidden information can have a disproportionate effect on the other player.

Most multiplayer games can be modeled as a huge web of rock paper scissors interactions. My Street Fighting for Beginners guide lists a few that are common in various fighting games.
https://critpoints.wordpress.com/2015/03/20/street-fighting-for-beginners/

I went over rush > greedy > turtle in the last ask, so here’s some other counters in Starcraft (because I’m not really familiar with other RTS games). Melee units usually beat missile units, air units beat melee easily, and missile units beat air. But of course it’s not really that simple. Missile units can beat melee units if they’re on higher ground, or far away. Air units can beat missile units with harassment and focus fire. Melee units aren’t ever really going to beat air units though.

Counters can be flexible. Fast moves don’t always beat slow ones, slow ones can win if they’re timed correctly. SFV even rigged the system to make it so slower medium and heavy moves can beat the faster light punches and light kicks if they trade on the same frame, making it so frametraps consisting of stronger buttons are better.

Counters can also have different levels of payoff. In SFV, if you block high on wakeup, and I hit you with a combo starting off a low, that’s usually a really powerful combo that can lead into another knockdown. If you block low, and I hit you high, then you take peanuts for damage. If I decide to throw you, then I get a moderate amount of damage and another knockdown. If you try to dragon punch me and I block it, then I get to use my best combo. On your end, if you block correctly, then you’re in a blockstring at worst, or can punish me at best. If you throw tech or jump versus my throw, then you’re home free. And if you uppercut my attack, then I take a strong single hit and get knocked down.

Good multiplayer games are built off webs of counters with situational risks and rewards, that also can counter more or less consistently based on the situation.

Good single player games can take a lot from this principle to build deep gameplay, but true counters aren’t good singleplayer design, because the player needs to be able to always win.

True counters are enforced in multiplayer games by hidden information. This can come in the form of the reactionary blind spot, or the fog of war in Starcraft. Real-Life Rock Paper Scissors only works because of the reactionary blind spot. You throw close enough to the same time to prevent the opponent from reacting and changing their throw. Sirlin’s game, Yomi, uses a hand full of cards your opponent doesn’t know, and laying down both cards simultaneously to get this effect.

Not all multiplayer games work this way, like Racing games most of the time, but all of them featuring direct player interaction do (so racing games feature this when your cars are close and trying to pass one another). I call the other style of game, “efficiency races”.

Back in your talk on RPS model you talked about true counters. What exactly is a true counter that makes it different from a regular one?

Alright, it’s not an official term or anything that people use. I was just trying to distinguish between the way in multiplayer games you can have things that just flat-out counter each other (like rock paper scissors) and in singleplayer ones, you can’t really do that. You can’t have an enemy that just straight-up counters the player’s actions, otherwise it turns into a guessing game, rather than a game of skill. So enemies in single player games can’t truly counter the player character’s choices, they can at best have soft counters that make things harder on the player depending on the player’s choice of action. If you play RPS with a computer, the only way to make it fair is if you see their throw first. A lot of single player games end up like this, they throw rock paper or scissors, and you need to react quickly to throw the one that beats it.

Enemies in single player games need attacks and behaviors that limit the effectiveness of easy player strategies, like running away, or running past the enemy. These can be framed as counters. Player likes doing this, finds it really easy to do, give the enemy a behavior that counters that so the player needs to play a bit more honest. However as above, it cannot truly counter it by totally shutting it down, it needs to be flexible and create a gameplay challenge in its own right. You can give the enemy a whip to pull back in players who try to run away, or give them a bullrush ability to rush down fleeing players, but in both cases, you need to make it so the player can dodge, block, or counterattack these things. So you can have these type of loose counters aimed at making certain player strategies less effective, but you can’t make an enemy who can just pick an option that beats whatever the player is doing.

Something brilliant about the Elites in Halo is the way they dodge. They never dodge your hitscan fire pre-emptively, only after being hit first. Many enemies in other games, like God Hand, Curse of Issyos, or Dark Messiah, don’t follow this rule, which means that sometimes they randomly don’t take damage for all intents and purposes and there’s nothing you can really do about it. Elites, they take a bit of damage at the start, then you can react to them dodging after the initial burst of fire, and keep shooting at them as they dodge.

Real-Time Pause Menus

What do you think about games having menus that freeze the in-game action? Should more stuff happen in real time? I vastly preferred how TLoU handled the backpack feature, than MGS3. gilgamesh

I’m kind of ambivalent on it. I’m fine with a lot of games freezing time for menus. In most cases, I don’t think it seriously matters.

Cases where I’m not fine tend to be games like Skyrim, where you can pop into a menu and heal yourself with an infinity of healing items. If you could do that in Demon’s Souls or Dark Souls, that would be horrible.

Basically, when you have a menu that pauses time, you’re effectively making any action that takes place inside the menu instantaneous. This is why all the games with weapon wheels slow time while you’re looking at the weapon wheel. Because they want switching to be instantaneous in game time.

If healing is instantaneous, it’s not risky. If you can carry an infinite number of healing items and healing is instantaneous, then you have infinite health. Megaman has subtanks or etanks you can use to heal in menus, and that’s fine.

If healing is limited, then instantaneous healing means you effectively just have a slightly bigger health bar. If you can carry unlimited healing items, then you have an unlimited health bar, which sucks.

Menus not pausing means that whatever’s in your menu, you better have set up before combat comes, or take a risk setting it up when combat’s happening. Witcher, they don’t want you brewing potions mid-combat, they want you with that stuff set up ahead of time (menus in witcher do pause, but you can’t brew potions I believe). In Dark Souls, similar deal, you gotta put on the right equipment ahead of time or pay the price in the moment.

I think it ends up being more about tone than substance most of the time. You can choose to have them real-time to make switching things in combat riskier if you feel that’s important to the tone of your game, but I can’t think of any specific game dynamics that rely on the player not being able to instantly do whatever in the pause menu.

Audio Cues in Action Games

If someone were to make a game, should every enemy attack have its own unique audio cue? Or should there only be one audio cue per enemy? Or should every enemy share the same audio cue?

All of these work. DMC has every attack given a different audio cue. Furi gives every melee attack the same audio cue.

Audio cures are helpful versus visual cues because average reaction time to audio is 170ms instead of 250ms from sight. The advantage of sight is you can process pictures in parallel, see the whole thing at once, where sound is a serial input, you can only really process one sound input at a time, even if you can juggle them really quickly. Continue reading →

Cultivating Creativity in Game Concepts

What is your thought process when coming up with game ideas? Do you think of the premise first? The game mechancs? The genre? All of the above?

I bounce all over the place. Creativity is the product of constant tinkering and recombining pieces. It’s about coming at things from different angles and being persistent about it. Sometimes I try to think about how FPS games can inherit certain desirable behaviors from fighting games. Sometimes I try to think up ways to counter common complaints with a genre (RTS is all about APM? How can we continue to incentivize APM, but limit its effect over more tactical play?) Sometimes I try to think of how to combine weird physics models with projectiles, or character/enemy behaviors, sometimes I see a really cool animated gif and ask if you could make a mechanic out of that. Continue reading →

The Effect of The Meta on a Game

I’ve been hearing people say that if the meta of a game is figured out, the game becomes stale. If I’m not using the term right, I mean that if a game is basically figured out than it no longer becomes interesting and dies. Is this true?

You are using the word meta correctly. Metagame can refer to the ongoing process of figuring out the optimal way to play in a competitive versus setting. If the optimal way is found out, then it’s just a matter of improving at doing it closest to the optimal possible. Deep games help prevent this from becoming the case by having a massive number of relevant states. Shallow games are figured out more quickly. The efforts of the community can also affect this. Melee survived as long as it did in part because it is crazy deep, new discoveries keep being made, such as recently someone found a ledge tech option select that beats rising up Bs (Hold light shield as you grab ledge, then before they up B, hard press shield, this will trigger a tech instead of ledge roll, and you can punish them from tech, which also grants iframes) and in part because the tools that the community has used to explore the game were primitive initially and grew over time. SFV has not had the same benefit of slow lasting discoveries, because the community is way better at finding tech than in SFIV’s heyday.

When the meta is developed to its peak, then the game becomes samey because you only see people repeat similar patterns instead of playing in new ways. There are ways to fight this, like making the game deep, making the game require a ton of memorization and experimentation of permutations (making it complex), or patching it every month so everything is totally different and people have to figure it out all over again. You’ll never guess which one League of Legends does.

Even when the meta is fully developed and there is seemingly nowhere else to go, a game can still be fun for lower level players who have not gone that far into it yet, but it can be rather boring for high level competitors.

Checkers is considered dull by many high level players, same for chess. These are for similar reasons. the state space was explored to the Nth degree, and if the opponent pushes it somewhere undesirable, it’s easy to push the game into a draw. Despite that, Chess is a lot more popular than most video games. If you’re interested in this you should look into chess’s history, because it used to be considered a more romantic intellectual exercise, but modern development of the game lead to essentially memorization of massive numbers of board positions, which makes many high level chess champions not so fond of it. Go thankfully remains interesting at a high level, and probably always will.

So yeah, this is the primary thing that depth exists to fight. Staleness. On both a big level and a small level. Make every session different, make every moment different.

I would like to elaborate on my “meta” question. They stem from these two comments: https://www.reddit.com/r/truegaming/comments/59eimk/slug/d981lv5 and https://www.reddit.com/r/truegaming/comments/59eimk/slug/d985e65. Are they correct?

The way I view it, the meta is a reflection of the game. The meta is the way it is, because the game is the way it is. The meta develops in reaction to players finding out more about the game, and showing more about how the game is efficiently played.

People hate the meta because they view it as a human social convention, rather than a human model of how the game works.

Creating balanced games is not impossible, blizzard just sucks at it. They got lucky with brood war, and also took a ton of community input, and the community balanced the game out by banning literally every map, and replacing them all with the equivalent of final destination (Lost Temple, and now Fighting Spirit). Blizzard haven’t really succeeded since then.

SFV released a year ago, and the meta has mostly solidified by now, however we’re seeing a massively diverse cast of characters in top 8s, taking tournaments, and bizarrely the top tier character, Chun Li, who is revenge of 3rd strike + SFIV light link into medium levels of good, is not winning any majors. Some characters clearly lost out, like Zangief, Bison, Juri, Ibuki, Alex, FANG, Laura, but this is a great result, and even the bad characters aren’t amazingly bad, with high level players repping them. So basically, good balance is not impossible. It’s possible to balance so well pre-release that you get this almost a year down the road. I think SFV is taking totally the right approach to balance by waiting a year between patches, and they did a super stellar job to begin with.

I agree that if the game doesn’t develop, it dies.

I totally disagree that smash bros becomes worse after knowing the metagame. The metagame is still developing, Fox’s dominance is still in contention, there are a fair number of viable characters besides the top two, there’s a massive number of strategies and approaches to the game that we still see play out regularly, which is why the highlight reels every week are so great. Melee has bad balance, but it is a deep game regardless. Throwing out half the characters isn’t a problem if the best characters are the most fun in the game. This is more of an issue in these team games, because the characters in those games are shallower, and the games rely on variety to create depth.

Dude has the wrong info on the pokemon tiers, that’s the smogon ruleset, which exists to essentially create a bunch of segmented off competitive pokemon games, so that each of the tiers can have diversity flourish within it. The official format has no restrictions and everyone runs the same team.

People hate the meta because they dislike being told how to play. They dislike playing to win. They have bad mentalities about winning, competition, and fairness. They don’t understand the subtleties of the game. They don’t want to accept that any way is more efficient than any other. They can get mad about it, but it will not change reality.

What do you think of when some games like League of legends make everything different for each patch and radically change the metagame? Is that a good thing? Or a bad idea?

I don’t think it’s a good idea. It obviously helps keep the game from getting stale, but it also means that high level play is impeded from developing, because anything you figure out will be gone or not viable next patch. It obviously helps their business, but it’s not the right thing for the game.

The key is to patch on long cycles, to keep patches as minimalist as possible, and to not screw up what the players develop. Sometimes bigger sweeping changes are necessary to get the game in the right place. Marvel 3 would need that if it was ever patched again. However you usually want to keep it minimal, because if you change too much stuff at once, you get this complex cascading effect, and you don’t know what really happens.

The Line Between Content and Depth

Would you say it’s possible to define the line between giving more options and just adding more stuff? An extreme example, let’s say a bigger weapon loadout contributing to the same combat system versus a jetskiing minigame in a shooter.

A minigame is segmented off from the rest of the game. It cannot interact with any of the other elements, therefore it cannot multiply or exponentiate the number of game states, only add. Think about how many matchups a fighting game can have, based on the number of characters. If you have 10, then there’s 45 different matchups. If you add 2 more, then that’s 66 different matchups (12 characters). 2 more on that is 91 matchups total (14 characters). Adding even a small number of new options can vastly increase the state size of the game. And the state size doesn’t merely get bigger additively, it has a rate of increase that is similar to an exponent, because you’re increasing the number of combinations. So as you add more elements, the state size increases drastically more depending on the number of existing elements.

This is why Go is so much more complex than Chess, you’re allowed to pick many more things on any given turn. There are many many more ways the stones can be combined.

Imagine if you made a fighting game with 10 characters, then you added 4, but those 4 new characters can only fight each other. 10 characters is 45 matchups, 4 characters is 6 matchups. Together that makes 51 matchups, which is significantly less than the 91 you could have if you integrated the cast together.

This isn’t a perfect example, you could nitpick it by examining whether each of these matchups themselves is deep (which for evaluating the game’s quality would be more important than just the sheer number of matchups, because you can consider each matchup segmented off from the others in much the same way as the segmented off mini-game is). The point is to make the math behind state size a little more concrete.

Given the way the number of combinations is related to state size, we can infer that an increase in depth translates to a perceptual increase in quality across an exponential, or logarithmic scale, similar to the way decibels are measured, rather than a strictly linear scale. Of course, this is theoretical and measuring the depth of a game precisely, I don’t know if it’s really possible except for extremely simple examples like tic tac toe. Especially because state size is not the only determining factor for depth, but also redundancy, and relevancy to the playerbase (in terms of their skillset and knowledge of the game).

Because redundancy and relevancy are also a factor, things that are pure increases to the state size of a game can ironically decrease the depth of the game, because the number of relevant states might decrease because of how new elements affect the existing elements, and the new states introduced might just be rehashes of the existing states. I have my 4 criteria/rules-of-thumb for depth to prevent this.
https://critpoints.wordpress.com/2016/09/18/4-criteria-for-depth/