Building Counterplay for PvP Games

I have a 4 factor model for move/option design in PvP games:

  • Stake (how much you stand to lose by choosing this option, either in costs or penalties)
  • Reward (how much you stand to gain if this option succeeds and stand to gain regardless)
  • Difficulty/Chance (the likelihood that the option will be successfully executed)
  • Counterplay (what range of options this move beats, and how hard/soft a counter)

The purpose of dividing across these 4 factors is to help illustrate to designers the different levers they can pull, instead of focusing purely on a linear risk/reward relationship.

It’s common for a lot of designers to get stuck thinking that everything risky has to have a proportionate amount of reward, and everything rewarding has to have a proportionate amount at stake. Having lopsided stake/reward relationships is possible and healthy when the difficulty and counterplay are considered.

A subtle factor of this model is that cost is a type of risk, and therefore something you put at Stake. When you pay a cost, you’re risking that that investment won’t pay off. Therefore An upside of this model is that it separates Risk from Difficulty/Chance of Success, which are often conflated. “This move is risky, because you’re likely to mess it up.” By separating Risk out into Stake, Difficulty, and Counterplay, we can think more carefully about how each of these different factors play into an option’s design, and we have a wider design space for option design.

Within counterplay there is a lot of nuance to how counters can be designed. I’m going to identify 2 spectrums:

  • Hard vs Soft
  • Wide vs Narrow

A hard counter is one that is guaranteed to always shut down the option that it counters. A soft counter is one with more wiggle room.

A wide counter can beat a wide variety of options. And a narrow counter can only deal with a very specific one.

By dividing counterplay across these two axes, we can see the relative strengths and weaknesses of different moves and intentionally alter the counterplay of moves relative to our needs.

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VR is Focusing on the Wrong Things

Disclaimer: This has been on the backburner for a very long time. I’m sorry if some information is out of date, or if I’m missing something.

My original attitude towards VR was skeptical to dismissive. Anyone who knows me knows that I’m skeptical about anything promising “immersion” and pretty much the concept of immersion in general. I got to try a prerelease Oculus VR headset at a showcase in New York City and it was pretty much what I expected, a screen strapped to my face, while I controlled an FPS game like I’ve always done. To me, VR was another type of screen, I didn’t expect it to fundamentally change anything about video games.

First Gen VR devices changed my mind, they brought on motion controls, like the Wii and PS Move. I eventually got to try a Vive headset, with Valve’s The Lab, SuperHot VR, and a couple others, and I saw what the device could do, and it was pretty obvious that there was untapped potential there. VR seems like a way to make motion controls work much more feasibly than they ever had before, and that could lead to some legitimately new game genres!

The Shortcomings of Current VR Games

My trouble is that VR is also couched in this “immersive promise”. People want the holodeck and full-dive like SAO or Ready Player 1. VR Companies promise that VR is the future of immersion into a virtual world, where we can finally enter The Matrix, The Metaverse, Ready Player 1; You get the picture, right? Except, VR as it currently exists is horrible at all of those things. VR isn’t suited for you to walk around virtual worlds at all.

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Parries are the Mindkiller

Parrying is so cool that it short-circuits people’s higher brain function, leading them to slam it into everything, and allow it to beat absolutely everything. Parrying in single player games is an EXTREMELY DANGEROUS thing to add to your game, and it should be done with utmost caution, at risk of destroying your entire game’s design.

So first up, what exactly is a parry? A parry is a timed button press with a narrow window that will completely nullify almost any attack headed at you, and sometimes will leave the opponent in a state to be punished, or sometimes outright deal a massive amount of damage to your opponent. A parry is different than a block, because blocking can be held continuously for a variable length of time, and there are frequently penalties to blocking, or blocking too many attacks. A parry is different than dodging, because your character will not move, and will absorb the incoming attack rather than ignoring it. This can mean playing a paired animation, or taking some hitstop and parry-stun. For the sake of this article, if the first few frames of blocking will nullify an attack and negate all damage you take, I’ll be including it as a parry.

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Sometimes it’s No More than Mashing

Mashing is when a player rapidly presses a button or buttons as fast as they can. Mashing is one of the simplest video game skills. It’s worth recognizing that mashing is actually a skill. Some people are better at mashing than others. People devise techniques for mashing most effectively. Mashing can vary by game. Mashing isn’t always recognized as a skill, because many people do it in order to avoid learning how to play certain games, and other people deride some games as “button mashers”.

There are a lot of reasons to mash buttons in all sorts of games. If you want to perform an action at the soonest possible moment, then mashing is a good way to guarantee you’ll be close, especially if you don’t know exactly when to press the button. If you want to hit a tight window, then mashing similarly gives you a lot of chances to align a button press with that window. If you don’t know how to play an action game with a lot of similar attacking moves, then mashing all the buttons can be a way to of useful results. If a move has a short or no recovery time, then mashing can help you perform that move as many times as possible in a second. And of course, some games include minigames and special moves that rate how fast you can mash.

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Cost Granularity in Card Games

In Charmed Chains, I chose some early restrictions to emulate some of how Yugioh plays, and over time I’ve been shifting towards different ideas of what I want to do with the game. I chose these restrictions because there are a lot of indie and industry collectible card games that emulate Magic The Gathering (Force of Will, Hearthstone, Lorcana, Final Fantasy, Digimon, etc) in whole or part, and very few that emulate Yugioh (Dual Spirits). When I started making this game, I was really into Yugioh (I’ve recently been swallowed whole by MtG Commander), and I was very much inspired by different facets of Yugioh’s design that I felt could be pushed further (having a defined grid and effects that are based on columns), as well as some aspects of Magic The Gathering (blockers getting a choice in whether to take damage with their creatures, or let it hit them directly).

However, these limitations have lead to some issues with granularity, which I’ve previously discussed. I’m worried that low granularity in creature costs will lead to homogenization in people’s decks, unless I either adopt a resource system more similar to most card games, or start to enforce more strict archetypal synergies, like Yugioh did.

To understand the issues I’m facing, first I’ll need to explain how the resources in Yugioh and Magic The Gathering work.

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Mashing: Rote Memory vs System Mastery

Many players of fighting games and beat em up games start out by mashing. When you have 2-6 attack buttons, it can be hard to tell the difference between moves, so you might as well press buttons and hope something good comes out. A better player will understand when to use each move, but a worse one will see a large movelist, say “nah, pass” and just mash it out.

Some games are designed to actually facilitate and reward this type of mashing, games with strings (a sequence of unique moves activated by pressing buttons in a specific order). By mashing the buttons, you’ll accidentally end up doing all sorts of moves, and since neither you nor your opponent has any idea what you’re about to do, that makes you unpredictable, and ironically more effective in a genre that is advanced rock paper scissors.

It’s easy for intermediate level players to shut down this sort of play by simply blocking and waiting for an unsafe move to punish, or by throwing out “knowledge check” moves that require a specific counter (you can also call this spamming). However among beginners, it can allow them to develop a surprising level of basic competency at the game. They might be throwing moves out randomly at first, but sometimes they see something cool happen, and remember the feeling in their hands when they got that, allowing them to iterate and repeat it. Also helpful is these games list the strings in the move list, so beginners can learn a string as easily as checking.

For many beginners, these strings are literally what combos are. They’ll call them “combos”, not knowing there’s a larger combo system in the game. In a way, this is really helpful for beginners, compared to other games, because strings don’t involve tight timing, and are listed right there.

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How Magic’s Mana System Divides its Design Space

Magic the Gathering invented trading card games, and with it, resource systems in trading card games. Countless games following MTG have mimicked MTG’s 5-color mana system, because of course they did, why wouldn’t they?

In Magic The Gathering, spells and creatures cost “Mana”, a resource that regenerates every turn, and builds up over time as you play “land” cards from your hand. Mana comes in 5 colors, Green, Red Blue, White, and Black. Each of these colors has a mechanical identity associated with it, called a “Color Identity”. Mana is the primary thing that divides the design space in Magic The Gathering, to create different types of decks.

Of course, there are other things, like card types, and creature types, which have effects that reference one another to create synergies. And there are more broadly playstyles, like Aggro (try to kill the opponent before they can get their good monsters out or reach their win condition), Control (destroy your opponent’s threats and eke out a win) Mid-range (shut down aggro and outclass weak aggro threats, rush the control players), and Combo (dig through your deck to assemble exodia in your hand, then win the game instantly or near-instantly).

Mono-color decks focus entirely on a single type of mana, and usually only play a single “basic” land color. This gives them incredible consistency, because their mana supply goes up every time they play a land, but limits what they have access to in the broader card pool. A mono-color deck may lack “answers” to certain types of “threats” generated by other decks, such as red and black having a tough time getting rid of enchantment cards.

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The Hypothetical Worst Fighting Game

I have a theory about fighting games. I think that even the worst fighting games are pretty good. We see this in the Kusoge Phenomenon, where people play “broken” “shit-games”. These games have massive combos, wacky mixups, poor regard for balance, strange damage scaling or infinite prevention, and strange attack design with cancel points and hitboxes that don’t really make sense. However people still enjoy playing them, because they’re still deep games. They’re still games with combo systems you can explore, with mixups you can try out, and with moves that have a variety of different effects. This is a mismatch between what we traditionally consider to be “good” about games, and what actually creates depth.

Street Fighter 2 created the modern fighting game, and all fighting games take from it. SF2 was such a solid template for a game that if you just implement all the features of SF2 you will have a decent fighting game, entirely by default. I’m going to list these features as:

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What’s the Deal with Auto Combos?

Many modern fighting games have been integrating auto combos for the past 10 years or so. BlazBlue Cross tag battle and dragon ball fighterZ have auto combos on 2 different buttons even.

An auto combo is a string combo attached to a single button. Pressing that button will produce a sequence of attacks that combo, some of which may be unique to the auto combo sequence. Sometimes finishing an auto combo will produce a super attack if you have meter.

Auto combos have historically been controversial because they’re so much easier to perform than other combos, giving players who don’t know how to combo access to easy damage.

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Frame Data Patterns that ALL Game Designers Should Know

Terms:
Startup, Active, Recovery, Hitstun
Frame Advantage, Frame Disadvantage, Combo, Unsafe
Frame Trap
Pushback

Frame: Also called “tick”. The smallest unit of discrete time in a video game.

Startup: The period of time in an attack animation up to the first hitbox (collider that hits other objects) appearing.
Active: The period of time in an attack animation across which a hitbox is present and capable of hitting other objects.
Recovery: The period of time in an attack animation after the hitbox has disappeared, before the character returns to a state where new actions can be input, or they return to an idle state.
Hitstun: An animation that plays when a character is damaged by a hitbox, during which the character is incapable of acting until the animation has completed.
Blockstun: Like hitstun, but for blocking. The stunned animation played by a blocking character when they are hit by an attack. Usually shorter than hitstun in duration.

Advantage/Disadvantage: The difference in time between when an attacker recovers from their move, and a defender recovers from hitstun or blockstun. Establishes who gets to act first, like a head-start in a race. When a player is at advantage, it is their “turn”.
Frame Advantage: When the attacker gets to act before the defender does, allowing them to perform a move with a head-start over the defender. Also called, “plus”.
Frame Disadvantage: When the defender gets to act before the attacker does. The attacker has handed over their “turn”. Also called “minus”.
Combo: When a move has so much frame advantage on hit, that another move can hit the defender before hitstun ends. A sequence of moves that each hit the opponent while they are still stuck in hitstun.
Block String: A sequence of moves that each leave the attacker at frame advantage (plus) on block. If there is no gap, it is a “true” block string.
Unsafe: When a move has so much frame disadvantage that the defender can hit the attacker before their move recovers, punishing them.

Frame Trap: When a move leaves an attacker at frame advantage, allowing them to launch another attack that will catch any action the defender makes, besides blocking. If the defender tries to attack when the attacker is at advantage, they will get frame trapped by the attacker’s next move.
Pushback: Each attack pushes the defender backwards. Attacks tend to obey a rule where longer ranged attacks have less frame advantage, and longer startup, so frame traps get looser as the defender is pushed further back.

This Dustloop page is a helpful companion to this article.

Every attack has 3 phases, startup, active, and recovery. Startup is time before the attack has a hitbox out. Active is the time that the hitbox is out. Recovery is the time after the hitbox is out before you return to idle.

Attacks inflict a stunned animation on those that they hit, either hitstun or blockstun. This stun animation will interrupt whatever animation is currently playing, even if that animation is stun. In most games, the hitstun and blockstun animations are different durations, with hitstun being longer than blockstun.

If the hitstun animation is longer than the recovery frames of the move, then the attacker will be able to act first, before the enemy who was stunned. Frame Advantage means it’s your turn, and the amount is how much of a head start you get.

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