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 for 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/mid-range (shut down aggro and deny key combo-pieces), and Combo (try to stall out 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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Blocking is Cool Actually

It is easy to focus on a myopic view of skill in video games as pushing a button to hit a tight timing window. It’s a common skill test. It’s a very obvious demonstrable skill. Most laypeople can easily recognize that it takes skill. However, there are a lot of other skills that are common in video games, and the purpose of these skill tests is not just to test skills in a vacuum, which is easy, you could go hop on human benchmark and do that all day, but to create a larger system of choices and interactions that test a variety of skills at once, and creates variety in the way each skill is tested. Continue reading

How Dark Souls Changed Combat

Most games with 3rd person combat have enemies with slow reactable attacks, and player characters with very quick unreactable attacks, such as Ocarina of Time, Devil May Cry, God of War, Batman Arkham, Witcher, and so on. The Soulsborne series made a bold decision with regards to this. The standard attack speed of most weapons is roughly the same speed as enemy attacks. This means that attacking after an enemy does generally means they’ll hit you first, interrupting you, unlike other series where your attack will come out first. This means you can no longer react to an enemy’s windup with an attack of your own.

By slowing down your attacks, the souls games put you on the same timescale as enemies. Enemies need to be slow so you can react to their attacks and defend against them, and slowing down your attacks to match theirs means there’s more of a risk that they’ll interrupt you before you interrupt them. This means that enemies can afford to rely on hitstun less to be threatening. Overall, it creates more of a neutral game between you and your opponents, where you jockey for position and try to use attacks strategically. Because you’re less sure to hit first, whiff punishing becomes more important to safely hitting enemies.

Slowing down attacks also means that attacks could be more diverse in the time at which they hit, and thereby exhibit a wider range of tradeoffs between damage, range, and speed, which Dark Souls leveraged to create a diverse assortment of weapons. Nioh then leveraged this further by attaching a bunch of moves to the same weapon, and finding ways to distinguish them all using the stance system.

There isn’t a lot to say about this. Slowing down attacks while keeping your defensive options fast is a simple effective trick for emphasizing more of the neutral game in any game with 3rd person combat. It makes individual enemies more threatening, and multiple enemy fights more dynamic too. Obviously not every game should work this way, but it’s cool in the games that use it.

What the fuck is Paired Animation?

You’ve seen paired animation before, even if you didn’t know what it was called. Many people have frequently called these “canned animations” or some such. I first discovered the technical name for it is Paired Animation when I saw a production video on Assassin’s Creed Origins, that happens to define what it means.

“We’ve drastically changed the paradigm of what is fight. In previous [Assassin’s Creed games], we used what we call technically a paired animation system. Which means when you swing your weapon, the hero and enemy align, they play an animation together, you wait for it to finish, and then you continue fighting. We went to a hitbox system, which means that anytime you swing your weapon, no matter the distance or if anyone is around you, you’re gonna swing. That means that distance matters. The speed of your weapon, your position relevant to other enemies, [it all] matters. If you have a big spear and are swinging it around you can hit multiple enemies at the same time. It’s not just about the damage anymore, [but about] speed, length, position and the number of enemies you’re fighting.”

In short, it’s when both a player and enemy are involved in the same animation, one of the player attacking, and one of the enemy being hit, neither being allowed to move independently while this is going on. This approach allows animators to have the player manipulate the enemy’s body and limbs in the animation directly. This is necessary for things like catching an opponent’s punch.

So where have you seen Paired animation before? Assassin’s Creed is the obvious one, every game before Origins had paired animations for all combat. The Batman Arkham series uses paired animations for all punches, counters, and takedowns, plus jumping on top of an enemy’s head. Dark souls uses paired animations for backstabs and ripostes, plus opening doors and operating devices. Doom 2016 and Eternal use paired animations for glory kills and chainsawing. Every fighting game in existence uses paired animations for throws/grabs.

So what’s bad about paired animations? Many reasons were listed in the Asscreed developer’s quote. Paired animations don’t let you hit multiple enemies with large weapon, because they’d need to make a specific animation that hit multiple enemies and a coded way to transition into it smoothly (Deus Ex HR did this, but it cut to black so it could set the enemies up, otherwise the transition would be jarring). They don’t factor in the length of your weapons, because most weapons have distance-closing animations, letting you snap to a target. And the speed of the move doesn’t matter, because you can’t be interrupted by the opponent you’re attacking, since they’re caught in the damage receiving animation from you.

The key problem with paired animations is the way that they snap onto enemies. Snapping in general can be problematic, because it erases specific circumstances, normalizing them into the same outcomes every time. Paired animations don’t care what was going on before they started, your spacing, velocity, movement, they take whatever happened and deliver a uniform result. Many paired animations are also invincible, because it’s difficult to resolve what would happen if they were interrupted. This leads to the awkward circumstance of trying to initiate a paired animation on purpose to go through other attacks, or coming out of a paired animation with an attack directly on top of you. One clever move for Nioh from Dark Souls, was removing backstabs and instead giving bonus damage to hits from behind. Parries in Nioh are still frequently paired animations.

When is okay to use paired animations? Paired animations are good for actions that specifically require them, obviously, such as grapples, and operating objects. In most fighting games, throws make both participants immune to damage. In the Smash Bros series, people can still be hit during a grab, but there is hyper armor applied during the throw part of the animation, to guarantee it finishes successfully. Paired animations are acceptable in circumstances where 1 tap will eliminate an enemy completely, since it would already always have the same result, and already doesn’t depend on circumstance. Examples would be takedowns in Deus Ex Human Revolution, or Glory Kills in Doom 2016.

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.

What’s the point of combos in fighting games?

Many beginners get into fighting games and see these COMBOS and feel like, “bullshit, it’s not fair that they can deal a billion damage. I hit them twice as much and they win off one hit.” While that can be frustrating, combos add a lot to the game that you can’t get any other way.

The deal with combos is they make certain hits under certain circumstances more damaging than just any random hit. Games with longer combos allow players to find different combo routes that lead to different types of advantages, like more damage, better screen positioning, knockdown, meter gain, easier confirms, and safety on block. Continue reading