What Enables Mind Games?

This is a guest article, contributed by CabalCrow, edited by Celia. If you would like to contribute a guest article, you can see details here.

Mind games are a staple of the fighting game genre. This provokes the question: Are they exclusive to fighting games? If not, which other genres also feature mind games? To answer this question, we should try to find the source of mind games in the structure of a game, and identify common patterns that appear across different games.

To keep the scope of this article limited, I will be talking about mind games that do not require prior knowledge of your opponent. Reads, conditioning, baits, and other types of mind games are possible in a match against an opponent you have no history with. All you need is the capability to react to multiple decisions that they make across a match.

The other type of mind game, one with prior knowledge of your opponent, exists in all kinds of games, including fighting games. I like to call these “Meta Mind Games”, because players form a “meta” convention around the commonly chosen actions and patterns of other players from all of their games. They can also be an important element of certain competitive games. For example: In classical Chess, Meta Mind Games play a role in opening preparations. Another modern example would be Among Us, when played with a group of friends. Multiple games over a long period of time, provides a lot of meta information about each player in the lobby. This also includes information you provide as a player, which can be used for meta conditioning!

Lichess can show you the statistics of all past decisions a player has made & the win ratios and frequency of each branch. This is shown in the bottom right.

Fundamental requirements

There are 2 fundamental requirements to create mind games in a game:

  1. Choices that have a non-transitive payoff relationship to an opponent’s choices
  2. Some amount of hidden information pertaining to which choice is made, or which choices are available to a player.

The first requirement (about which you can read more here) demands that there are systems where you don’t have an option which is linearly the best – otherwise both players would always choose that option and there would be no place for mind games to shine. In other words, it can’t be a game of pure performance or efficiency, like most Olympic sports (running, weight lifting, jumping, curling, etc). Player choices must be able to “counter” one another, having payoffs that vary depending on the opponent’s choice.

It is important to note – the whole game doesn’t need to be strictly made of these non-transitive choices. The game can have both transitive and non-transitive interactions working in harmony together. Fighting games demonstrate a mix of both. A player’s choice of attack will win or lose to the opponent’s choice non-transitively. After an attack connects, that player can optimize their combo to squeeze as much damage out of it as possible in a transitive fashion. Once the hit lands, there is nothing their opponent can do to prevent the rest of the combo, hence no mind games can be at play. However, to land the combo in the first place, there must be interaction, mind games, between the players. The winner of an exchange is determined by the non-transitive choices of the players, who chose the right attack to counter their opponent’s attack. In other words, players make non-transitive choices to determine who gets a payoff (who lands the hit), then they optimize a transitive set of choices to maximize that payoff (land the biggest combo). This shows one way that these two systems can work together in harmony.

For a softer example, you might consider an RTS. In RTS, armies will damage each other simultaneously, but frequently one type of unit will counter another, a non-transitive choice. This means that both players are eliminating enemy units, and therefore getting a positive payoff, but the player who brought the “rock” army is going to get a larger payoff than the player who brought the “scissors” army.

Startcraft help menu directly shows you the softcounter relationships between units.

The hidden information requirement is necessary to prevent the second player from picking or creating a stalemate. If we play turn-based rock paper scissors – the second player can win 100 % of the time by seeing the option the first player chose and countering it. Hence, there is no guess work involved, and no mind games are involved. This is why hidden information is required. In fighting games hidden information is created due to reaction time. If every single option in the game was easy to react to, as it is in a game like dark souls for example, the player would be able to always counter and win. However, most of the options in fighting games are designed to be faster than the human reaction time, which forces each player to guess. In a card game, there is perfect information for game actions, but there may be hidden information in which options are present in a player’s hand or deck. This creates mind games in which actions you take, in which sequence.

Meta Mind Games have an interesting interaction with hidden information, because they require both hidden and known information about your opponent. Opening preparations in Chess are based on the openings you know your opponent plays and is a master in. Conventionally, you’re looking to outplay them in a lesser known variation of their opening by exhaustively studying that line. But in order to do so you need to know which variations your opponent usually plays – otherwise they might be able to deviate away from the variation you chose to prepare. The hidden information in this case comes from the fact that both players are preparing for each other prior to the tournament, and what each player prepares is unknown for the other.

Complete requirements

The previous requirements enable mindgames to exist in the first place, but there are other requirements necessary in order to make mindgames a worthwhile strategy. Just because mind games are possible doesn’t mean the players will actually engage in mind games. We need two more components:

  1. A reward for engaging in mind games
  2. Repeatable situations

Winning a mind game should have a big enough reward for it to be worth investing the time and effort. Consider this example: We have 2 players playing classical Chess (each player starts with 1 hour and 30 minutes on the clock). If we get both players to play Street Fighter III: 3rd Strike ft10 for a reward of 1 additional second on their Chess clock at the start, this would not actually introduce any significant mind games in the hybrid game we have created. Yes, 3rd Strike has mind games, but it’s not worth it to expend effort on 3rd Strike just to get a mere second in a sea of 1 hour and 30 mins.

The amount of reward for an exchange affects the ratio that the outcome of a game is affected by each of its component skills. When you mix transitive and non-transitive systems into your game, you should be careful to consider how much reward there is for each of them, in order to avoid creating a system where it’s better to simply refuse to engage. Sometimes fighting games have had situations where the payoffs for a situation are so lopsided that players don’t bother to engage in mindgames. Street Fighter V has the famous advice: “Take the throw.” Combo damage in SFV was really high, but throw damage was really low, and getting thrown would usually reset you to neutral, which is the same payoff you’d get for reversal or blocking in that situation. So players reasoned it was better to take a guaranteed loss for a low penalty than to potentially take a massive loss doing anything else. This logic didn’t always hold out in SFV, but it’s a good demonstration of where the incentive to play mind games could break down when the payoffs are too lopsided.

Why do we need repeatable situations? If you only run a situation once, then you have no opportunity to gain information on the opponent’s habits and attempt to counter them. If you play one round of RPS with a completely random opponent, then your shot of winning or losing is determined solely by chance. In order to use mind games you need to be able to gain information and use it later. More rounds of play turns mere chance into statistics. This is why you need to have situations in your game that reoccur – repeating situations give players information of their opponent’s tendencies across a variety of occurences. It’s important to note that situations do not need to be perfect replicas of all the game parameters from their priors. Situations need to be similar enough for players to recognise the situation as situation X, in which their opponent has the tendency to use options ABC. Okizeme situations in fighting games can have varying health values, frame advantage or screen position, but they tend to be similar enough to one another that players can get a feeling for their opponent’s tendencies, rather than guessing from scratch each time. When the HP values are low, suddenly the payoffs for success and failure can significantly change, from merely taking damage, to taking a round loss.

Fog of War Chess

This requirement is what prevents many games from forming deep mind games. For example, normal Chess doesn’t have many mind games because you have no hidden information1 – you make a move and then your opponent gets to see the move and choose the best counter they can come up with. There is a variant of Chess called Fog of War Chess, where you can only see the squares that your units can attack. This way you actually can’t see all of your opponent’s moves and board state. However even this variant still fails to create much in the way of mind games because situations do not repeat enough for mind games to take precedence over dumb luck. You would need to play many matches with your opponent before you have enough information to make informed reads on your opponent’s tendencies.

Additional Considerations & Anti-Patterns

Resources and linear game state progression can obviate mind games. Both of these factors hinder or outright forbids the repetition of situations. Resources technically can split each state into a countless number of states. However, while those states are different on paper – the difference between many of them are negligible. Hence in regards to mind games those states are effectively repeatable. There are also cases where the gap in resources between the players is so wide that snowballing occurs. In those cases the game can move onto a different state, which prevents the repetition of situations of the prior state. This is similar to linear game state progression, with the main difference being that resources can allow for a return to a previous state (this is generally associated with comebacks), while linear game progression can only move onwards into the next state. Because of this linear game progressions limit mindgames within the scope of each state, and depending on the frequency of the change of state this could straight up make mind games impossible.

Tech trees are the most direct example of linear game state progression – you can only move left to right through the tech tree.

In Chess your main resource is your units. Chess has a linear progression – you can only lose units. As more and more units are removed from the board, you get closer and closer to the endgame. Once a unit is removed, it can’t be placed back on the board, so you can’t rewind from the endgame back to the middle game.

In this position there are no losing moves for white, and out of possible 28th moves only 4 draw the game

Another important thing about Chess is how progress towards the end of the game also reduces the fighting capacity of each player, because when you have less units, you have fewer moves, and less capacity to box the opponent’s king in. In a fighting game if your health is at 1% and your opponent’s is at 100% a comeback is still possible, because progress towards the victory condition doesn’t affect the range or strength of the options you have available. In Chess if you are behind by a whole piece in an otherwise equal position, and you are playing a decent opponent you have no real chance to win. In this situation, mind games aren’t going to be effective, because your opponent can simply calculate a path to victory. Having more resources on the board is a bigger deal than knowing your opponent’s habits and calling them out.

How do the complete requirements affect other games? RTS games like Starcraft, frequently suffer from the linear game state & snowball problem. Even though hidden information exists and non-transitive systems also exist, there is simply not enough repetition for mind games to be effective. For example, in Starcraft: Brood War, the opening builds in Zerg vs Zerg can act like RPS. However even in a first to 5 format you would only have 9 chances maximum to play out the early game. In these situations, Mind Games are more likely to be Meta Mind Games, based on the player tendencies throughout their careers rather than information gained during the set itself. MOBAs are an interesting case. There are Mind games present and they can help you pull ahead during the laning phase. The level progression & snowballing eventually overshadows these mind games, but for a brief stage of the game mind games have an influence on who pulls ahead. What’s more problematic is that MOBA games are not 1v1, but 5v5 games. As teamplay has a larger influence on outcome, it becomes harder and harder to actually play mind games. It can already be hard to read 1 opponent, and trying to manage a matrix of 5 to 5 players is pretty much impossible. Meta Mind Games again become much more important. Counter-Strike also suffers from the same matrix problem of trying to manage way too many players for mind games to be humanly viable.

Quake, at first glance, might appear as a game where transitive systems dominate, where the player with better aim wins outright, but deeper examination of the strategy shows that mind games are not just possible, but are integral to competitive play. Let’s examine this through the 1v1 duel game mode in Quake…

Top down view of Campgrounds (a popular Quake map) – showing the item locations

One key non-transitive system in Quake is positioning! A position can give you a combat advantage over another position for a particular fight, but there is no “best” position on the map. Another advantage positions give you is paths towards different items on the map. For example, if the mega health is spawning, and your opponent is traveling through tunnel A, if you have already positioned yourself in tunnel A, you can ambush them and defend the tunnel while backing away towards the mega health. You can stall your opponent and have the opportunity to pick up 100 health in the middle of the fight. The maximum stack in Quake is 200 health / 200 armor, so picking up 100 health suddenly fills 25 % of your max stack. Quake maps also have a looping design, and each path has their own advantages and disadvantages compared to other positions – this is the key system that provides the non-transitive elements to Quake.

What constitutes Hidden information in Quake is fairly obvious – you are limited by what you can see, and you can only hear your immediate surroundings, so your opponent’s position is not always known to you. This means the pace of Quake’s mind games play out through a lot of movement, item collection, and brief clashes, punctuated by a few periodic showdowns. You first set up and position, then you finally clash with your opponent. This is why mind games in Quake are not obvious to everyone. A spectator only sees the showdown, but the set-up of the showdown during the “downtime” is where mind games actually play out – the showdown is the outcome of the prior set-up!

What about repeatable situations? Quake has a unique looping structure! The main game state that is affected by position are the spawn timings of the main items on the map – red armor, mega health & the weaker armors. These items respawn periodically. This means that each situation can be parameterised via how far apart the red armor & mega health will each spawn in time (minor items are often ignored).

There is still the problem of snowballing, so how does Quake deal with that? There is a cap on the snowball of maximum 200 health & 200 armour. Due to this, the game is actually split into 3 different possible states. The game could be neutral with both players being roughly equal. A player could be in control, meaning they have the resource advantage, or a player could be out of control – their opponent has the resource advantage. While those are different states the game can still transition in and out between those states in a non-linear fashion.

These states are not unlike pressure in fighting games. In okizeme one player is in control while the other is out of control. The in-control & out-of-control states last much longer in Quake than okizeme situations in fighting games. Luckily, Quake is rich with strategy & mind games even in the in-control and out-of-control states. In contrast to fighting games, where the neutral is the most interesting phase, in Quake it’s more interesting when you’re in control or out of control, rather than at parity.

Quake rewards non-transitive interactions less than other games, but there is still enough reward to make mind games effective and worthwhile. Compared to fighting games, there is a higher reward to transitive interactions – a player with significant mechanical skill advantage will always win, even if they lose each mind game. In fighting games, exchanges tend to be winner takes all, and trades are infrequent. This means attrition is one-sided for any given exchange – determined by the non-transitive factors at play. On the other hand, in Quake trades are mostly unavoidable, both players are subject to some amount of attrition in almost every exchange. In this case, mind games affect the rate of attrition for each player, rather than who takes attrition. Despite that, players still plan to predict their opponents and play unpredictably. There are even competitive players that are known specifically for their ability to read their opponents and play unpredictably – like Cooller.

Conclusion

While mind games tend to be associated only with the fundamental requirements, in reality: We must take into account all of these additional factors so that players will engage with mind games in actual competitive games. Of course, the games examined in this article are not the only ones with mind games – there are many more games with rich mind games that are worthy of exploration and analysis2.

  1. Chess actually does have hidden information – you don’t know what your opponent is calculating at any given moment! This is actually important when there is a clock on the board, since a way you can gain advantage is by playing a line that your opponent has not considered and calculated. Playing into non-obvious lines is a way you can bleed your opponent’s clock and win! However, mind games are still not effective there due to the lack of repeatable situations. ↩︎
  2. A more niche example would be Armagetron Advanced (also known as Retrocycles on steam). What is interesting about this game is that mind games are present in a free for all mode – sumobar where 8 players face off. This has to do with the unique “combat” system of the game where you are mostly fighting off players 1 after another in a looping scenario. ↩︎

FPS Boss Fights Don’t Have to Suck Ft. Durandal

Editors note: This is another guest post by Durandal, though I wrote most of the paragraph on encouragement/discouragement and push/pull. If you’d like to submit a guest post, contact me on discord.

Boss fights involve fighting against one or more enemies that are usually harder than what came before in the game. Story/gameplay-wise they’re an effective way of setting the climax for a level or chapter, which is why they’re so widely used. Many genres like beat ‘em ups, platformers and shoot ’em ups all often feature great boss fights, like Credo in DMC4, Death in Castlevania 1, and the Battleship in Contra 3. But then you have bosses in first-person shooters.

In the 28 years since grandpa Wolfenstein 3D, there has been no truly good FPS boss fight. Instead you get playing peekaboo with (hitscanner) bulletsponges (such as Hans Grosse in Wolfenstein 3D and the 2009 reboot, the final bosses of Wolfenstein: TNO, TNC, and Youngblood, Makron in Quake 2, Tchernobog in Blood, the Battlelord in Duke Nukem 3D and Forever, Splitter Crow in TimeSplitters: Future Perfect, The Destroyer in Borderlands 1). You get the inoffensive bulletsponges which you circlestrafe to death (the Overlord, Cycloid Emperor and Cycloid Queen in Duke Nukem 3D, the Skaarj Queen and all Titan fights in Unreal Gold, Fontaine in Bioshock 1, almost every boss in DUSK, AMID EVIL, and the Shadow Warrior reboot). And at worst you get puzzle bossesthat play nothing like the rest of the game and expect you to figure out a puzzle to beat the boss (the Spider Mastermind in Doom 1 when pistol starting, the Icon of Sin in Doom 2, Cthton and Shub-Niggurath in Quake 1, the final bosses in Serious Sam: TFE and BFE, Nihilanth in Half-Life 1). Continue reading →

Doom Eternal Review ft. S.G.S.

Editor’s Note: The original draft and most of the content of this was written by our discord mod, S.G.S. I stepped in to help flesh out sections comparing the gameplay styles of Classic Doom versus Eternal, Resource Manangement, Enemy design, and wrote the Marauder section by myself.

Honestly, I’m nothing short of thoroughly impressed this time around. id Software took the interesting but flawed attempt at action FPS that was Doom 2016, and capitalized on the potential it had in a splendid way.

Doom 2016’s resource management was handled via glory kills for health and chainsaw use for ammo, combined with more “traditional” level design with health and ammo pickups strewn about. This felt like a clash of ideals to me. Classic Doom (and a lot of older shooters) had non-renewable resources that were limited exclusively to pickups around the map, which meant that routing through the map to acquire weapons/ammo/health/armor became an important skill to master. Classic Doom was about resource gathering and attrition, which created a chain of events across a map which had context with each other. Your options later in the level were based on what resources you found, and which you spent, earlier in the level. Various maps tune this balance differently leading to some maps starving you of resources, while others have few weapons to work with; plenty of maps even place weapons in locations that require you to deal with encounters on the way.

Doom 2016, however, had a system in place that showered (heh) you with resources at a moment’s notice, which flew squarely in the face of level exploration as resource management. Combat encounters were decontextualized from one another. You even obtained weapons in a continuous fashion, meaning they were more akin to upgrades rather than resources you locate (or fail to locate) on a map. Eternal pushes this style of resource management further by adding flame belches for armor, which is another layer to manage. As such, the exploration of a level is more for progression and secrets, rather than for resources, and you don’t experience attrition over the course of the level, because infinitely respawning enemies, and infinitely refilling chainsaw/flame belch/glory kill are your source of ammo, armor, and health. Doom Eternal does not deserve to be thought of in the context of Classic Doom, it’s better to think of it as a completely different game series.

Continue reading →

Are Fan Expectations More Important Than Quality? ft. Durandal

Editors note: This article was co-written by Durandal and I. We each contributed a number of paragraphs and edited back and forth to make the final product.

If you stick around gaming discussions long enough, you might hear the phrase: “it’s a good game, but it’s not a good [franchise/genre] game”. Meaning: while the game might be fun, it does not fit the identity or expectations of a particular franchise or genre. A game not matching expectations is a valid reason to dislike a game, but there’s a tendency amongst fans and reviewers to treat not meeting expectations as an objective flaw with the game’s design. So when there’s a new game which breaks the mold of its genre/franchise, many would criticize the game’s design for not meeting their preconceived notions of how a game in said genre/franchise should play.

This can happen when a game tries to take a classic genre in a new direction, such as Ikaruga. During location tests it got mixed reactions because it didn’t play like any other shmup at the time. Most arcade veterans liked shmups for their straightforward appeal of dodging bullets and blowing everything up. But here the polarity-switching mechanic gives you a shmup that makes you rely much more on strategy and routing over reflexes, making the game more puzzle-like than your average shmup.

Instead of judging Ikaruga in a neutral light from a fresh perspective, many people judged it purely through the lens of what they think a shmup should do. But being a “puzzle shooter” doesn’t make Ikaruga worse or better, just different. Instead of acknowledging that the game is not up their alley, they view the game’s design as objectively flawed. Only how objective can said flaws be to someone with no experience with the genre/franchise?
Continue reading →

Doom 2016 Review (Guest Post by Durandal)

Editor’s Note: This is another guest post by Durandal. Join our discord for more in-depth gameplay discussion. http://discord.gg/EfPY4r9

DOOM (2016) was the first game to mix character action design with first-person shooting. Unfortunately it also half-assed the execution. But, that means there’s plenty to learn from its mistakes.

First, some context. DOOM (2016) plays nothing like DOOM (1993) (henceforth referred to as nuDoom and olDoom). In olDoom combat and exploration intertwined, but most combat in nuDoom takes place in locked-off arenas. This was done to get around the Door Problem in olDoom and encourage aggressive play. Long-term resource management through item placement shifted to short-term by having fallen enemies drop most of your resources. You will spend most of your resources in the arenas where most of the enemies are, so this change makes sense. To make up for the simple enemy AI, olDoom relied on placing the enemies by hand and designing the levels around them. Trying to kill and trying to run past the enemies were equally risky. But in nuDoom, the enemies (and the player) have more movement options. To allow the enemies and player to exert their newfound mobility, the layouts became more circular and vertical. And instead of enemy placement, encounter design in nuDoom relies more on mixing different enemy behaviors. However, enemy design and level design is where nuDoom falls flat the most.
Continue reading →

Why FEAR 1 Is The Most Important Hitscan Shooter – ft. Durandal

This is another guest post by Durandal. If you’d like to submit a guest post, contact me on discord.

In the 00’s, developers forgot how to make singleplayer shooters with deep combat anymore. For the sake of realism most weapons were made hitscan to resemble how guns work IRL. Enemy variety suffered, since hitscan tracers don’t have as many mutable properties as projectiles do. Weapon variety suffered, since identical enemies don’t warrant a varied weapon arsenal as much. Finally level design suffered, because there isn’t a whole lot you can do with identical weapons and enemies.

So what do you do if the core gameplay lacks variety? The common approach taken by most developers was switching to another style of gameplay to avoid wearing out the core shooting. Instead of running, you’re now driving a tank. Instead of gunning, you’re now forced to be stealthy. Instead of depth, you’re shooting for breadth. Shooters became theme park rides where every half hour they introduced a new mechanic or mode of gameplay and then threw it away for good. Remember all the vehicle sections? The turret sections? The sniper sections, forced stealth sections and escort missions? They weren’t mechanically deep, but they were at least something different.

Soldier of Fortune, No One Lives Forever, the Medal of Honor games, the Call of Duty games, TimeSplitters, Black, Return to Castle Wolfenstein, XIII, the new Wolfenstein games, the Gears of War games, the Killzone games, the Resistance games, even exceptions with standout combat like the Halo games and Vanquish all fell prey to this need to completely change the mode of gameplay for the sake of variety. That’s what happens when you don’t believe your core gameplay can carry the game — when you don’t know how to iterate on hitscan combat.


Stealthily sniping spotlights on a slowly moving monorail really plays to the strengths of Vanquish’ rocket-boosting combat

And then there’s FEAR. On the surface it’s identical to other shooters at the time, save for a slo-mo power and a three-weapon limit instead of the usual two. Here you’ll be fighting the same grunts over and over using a shotgun and some assault rifle variant. Yet despite this generic premise, FEAR managed to stand out in an oversaturated market. Not because of gimmicks or unique mechanics, but somehow good hitscan combat and “good” AI. So what did FEAR do right?

First, FEAR’s combat arenas are circular — meaning each path you can take is surrounded by one or two covered flanking routes. These allow you to circle around the main path and get the drop on enemies, which beats taking guaranteed hitscan damage in a direct firefight. Without these you’re left with a hallway (similar to the left layout in the above diagram) that only allows you to move back and forth, where all you can do is sit in place and play peekaboo; only moving up when most of the enemies are dead. Circular map design (like the right layout in the above diagram) then discourages simple and repetitive strategies like these by giving you the opportunity to move around enemies.

Second, the Replica AI can also make use of these flanking routes. Since no position is safe, both you and the Replicas are always trying to outmaneuver each other for a better angle. This new dynamic gives level designers more options to play around with: arena layout, height variation, player/enemy points of entry, cover density, and other opportunities for creating varied encounters can be used without resorting to gimmicks. More importantly, the levels provide the AI with options too. Without them the Replicas would be stuck playing peekaboo, just like you. “Good” AI is pointless if it has no meaningful options to use.

Third, FEAR grants you the initiative. Before the fight begins, the Replicas will spread out across the arena, unaware of you. This allows you to scan the arena layout, set up traps, and choose how to start the fight. This not only gives you more engagement options, but gives you more courage to start in the middle of the action.

Compare this to entering a new room only to find several Replicas inside already firing at you. Here your only options are to rush in for a better position, or retreat behind the doorway and take potshots. The former will kill you; the latter is boring, because it leaves you with no other viable movement options. There the Replicas can only flush you out with grenades, or waltz into your choke point one-by-one. Even if the room ahead is a well-designed circular arena, it’s wasted if you’re already pushed out of it when the fight begins.

But there’s another aspect to FEAR that sets it apart, and that’s information warfare. Here you have to deal with a fog of war. Enemies are spread out in such a way where you can’t see them all at once, and you’re rarely given a full overview of an arena. So without perfect information, you have to improvise through prediction and info gathering.

One such layer of information is sound, like how the sound of footsteps can give one’s position away. The Replicas are very vocal not just to appear smart, but also to give you more information. This way you can hear what their status is, or what they’re about to do next. Other sources of information may include lighting. Shadows reveal enemies around corners, and Replicas get alerted to your flashlight. And by knowing that Replicas prefer to flank, you can predict the path they’re more likely to take.

Compared to shooters with a similar focus on positioning like Quake 3 or Rainbow Six: Siege, FEAR’s info warfare is very basic. The former pit do pit you against actual human opponents, after all. But FEAR proves there’s untapped potential for singleplayer hitscan shooters where the AI can outmaneuver you. FEAR only doesn’t take the idea that far. To that end, there could be secondary objectives. Vying for resources or having to capture/defend a target would expand the mindgames; force both parties to consider more than killing each other. Diverse enemy behaviours (sneaky, distant, aggressive) could expand what you can predict/exploit. More movement options (destructible surfaces, teleporting, grappling hooks) could expand how you approach each other. Tools such as radars and drones could expand how to gather information. Both parties could spread misinformation using holograms, cloaking devices, traps, and smoke grenades. Most of the Siege operators would make for interesting enemy types, actually.

The flanking game is what makes FEAR great, but the slo-mo power and being able to carry up to 10 instant-heal medkits conflicts with that. Both allow you to tank damage that would have killed you otherwise. And because slo-mo energy refills fast and medkits are handed out like candy, you have a lot of resources to tank through enemy fire; playing down the flanking game in favor of a shallower yet more effective playstyle.

Mechanics that mitigate damage (regenerating health/shields, portable medkits, slo-mo) do allow more aggressive playstyles in the face of hitscan. But these tend to have the opposite effect of encouraging thoughtless brute-force playstyles. Why think about movement if I can tank most damage anyways? To compensate, games could offer you tools to gain the positional advantage. In Crysis and Vanquish you can spend your energy for a positional advantage (Maximum Cloak/Speed, knee thrusters) or an offensive advantage (Maximum Power/Armor, slo-mo). So could FEAR’s slo-mo energy also be used for a speed boost.

FEAR managed to remain engaging despite its limited enemy/weapon variety and it being all hitscan by adopting a new design paradigm. One where positioning and constant movement are emphasized rather than tanking damage or trench warfare, proving that interesting combat can be had with only hitscan. Sadly, no singleplayer game tried to follow in FEAR’s footsteps since, despite the massive unexplored potential of this new paradigm that Rainbow Six: Siege also hints at.

Guest Post: Durandal on DESYNC

Ed Note: This is our first guest post here, from Durandal, about DESYNC, originally posted to the shmup system11 forums. It was written on June 3rd of 2018, and the game has been patched a few times since, so not all the details are correct for the modern version, which has slightly easier to understand language and tutorials, but it should still give a good overview of the game. If you would like to submit a guest post, join the discord and pitch it to me. I do not earn any money from this site and I will credit you as you would prefer to be credited.

I recently tried my hand at a lesser known FPS called DESYNC: a poly-neon arena shooter about killing with skill á la Bulletstorm. It’s so obscure, only me and a handful of other people know how you’re really supposed to play this game. In fact, this post might very well be the most informative source of information about DESYNC on the whole Internet. Continue reading →