Hitstop/Hitfreeze/Hitlag/Hitpause/Hitshit

Care to do a breakdown on hitlag?

Hitlag, also called hitstop, hitfreeze, and hitpause, is basically when the game freezes the characters at the point of collision during an attack. Having the smooth arc of the character’s attack paused at that point of collision helps sell that the collision actually happened, gives the eyes a few frames to register and confirm it happened, and makes the impact seem a little more powerful, since if the guy’s fist or sword or whatever is stopped along its path, then clearly it needs a lot of force to go through the object that is being hit.

Fighting games and Smash Bros make use of this time to practical ends. The 2in1 Cancel in Street Fighter 2 exists entirely because of Hitstop. Basically, they made the first 5 frames of every single normal move cancellable to make it easier to input special moves, but the hitstop extended that cancel window since it froze the state of both characters for like 10 frames, meaning people could still cancel after the move hits. Since then it’s been a staple of Street Fighter that you can cancel moves during the hitstop period. And this is really convenient too, since the cancel takes effect at the end of the hitstop, so it always comes out during the same part of the move, helping to keep combos consistent. So now you have this large dedicated time that is pretty much exclusively there for canceling things on hit, that’s pretty damn good. Continue reading

Should All Games Allow Pausing?

Do you think pausing in souls games or nioh without having access to items makes the games easier or removes the “tension”. I mean you can’t pause in souls because they were designed around online and not because it was a design decision I assume.

I think that being able to pause in any capacity does give you a release valve for certain situations. I’ve certainly felt a desire to pause to cool off during certain boss battles in Souls and Nioh. Not having the ability to take a breather or reduce the tension of the situation can be a mental factor. It’s not a strong one admittedly, and this is a huge hit in user experience that I can’t deny Continue reading

Deep Defense

What are some games that encourage a defensive playstyle with a lot of depth?

Tough question. I mean, technically a lot of deep games encourage a defensive playstyle already, like street fighter before V, competitive Pokemon, Starcraft, arguably Smash Bros, etc. Go is probably a safe answer since a lot of it is building shapes that sort of cause your opponent’s shapes to collapse in on themselves rather than playing aggressively. Pretty sure Age of Empires counts since structures have incredibly high health compared to Starcraft, but I don’t really play that game. Tower defense seems like an obvious place to look for something in this ballpark.

The trouble is that defense seems to kind of be the default that people settle into. Defense is low risk low reward play, and most games offer that to some extent. It becomes cheese when you can eliminate risk but still make progression towards victory. Players need to be incited to play aggressively, because their instinct is usually to find safe surefire ways of winning. Continue reading

Comeback Mechanics & Slippery Slopes

Okay, comeback mechanics are contentious in a lot of games because they have weird effects on the game.

Comeback mechanics are basically when, as you get closer to losing, you’re given more power to hurt the other player. Some examples of this are Ultras in SF4 (gain ultra meter as you lose health), V-Gauge in SFV (same), X-Factor in Marvel Versus Capcom 3 (more powerful and longer X-factor as you lose more characters), Rage in Smash 4 (deal higher damage and knockback as your percent is higher), and item drops in Mario Kart (get better items the further behind you are). A more subtle version of this used on game shows is to have points increase in value as the game goes on, so the end of the game ultimately decides who wins more than the early game, they just put you through the low value early rounds to pace out the show.

The idea behind comeback factors is to avoid lame duck situations, situations where the game is already over, but the players are still playing, prolonging the inevitable. Continue reading

Super Moves in Fighting Games

What are your thoughts on super moves in fighting games? Do you prefer to have access to all of your supers, like Skullgirls, or choose between multiple supers a la 3rd Strike?

I have no strong preference. Maybe a mild preference towards having them all available.

As for supers in general, I always think back to this Sonic Hurricane article: http://sonichurricane.com/?p=3757

“The third milestone is learning how to combo into super (or ultra, in SF4’s case). Suddenly a single major mistake can end the round, so everything changes once again. When you can deal 40% damage in one shot, the entire match evolves from a series of isolated encounters into one continuous entity. You start to think long-term because you no longer have to win every minor clash, as long as you prepare to seize that big opportunity down the line.”

Supers are powered by meter, which is built up by merely using special moves, and occasionally other things, so it’s a resource that people deliberately build in part through their playstyle, but one which also requires commitment and action of some kind to build, unlike a cooldown. Since supers are limited by this meter resource, using them is about picking the right moment, which is somewhat similar to a cooldown. Supers typically have different utilities. They usually have invincibility, and can fit anywhere in most combos, since both normals and specials usually cancel into super. So you can confirm into super, or use supers raw. Confirming means you lose some of the potential damage of the super (even if you are doing more damage overall).

Because supers also typically feature a superflash, an animation that does not take place in in-game time, they warn the opponent before use, making them less useful in neutral situations unless you can catch your opponent in the middle of a move. So because of their invincibility and great hitboxes, they beat everything except doing nothing, which they lose hard to since the super flash gives the opponent a massive warning to block, provided any of the super’s startup time is after the super flash (it’s possible to have 2 frames of startup before the flash, and 0 afterwards, so by the time the flash is seen, it’s too late, this is typically done for super command grabs, because otherwise they’d be useless, since the opponent can just hold up to jump, and they need to be in a non-hitstun state for it to work and command grabs aren’t a good choice for beating attacks usually). This makes supers excellent reversals, since the point with a reversal is to beat a meaty attack, but vulnerable to being baited like any other reversal. Some games don’t have superflashes, but they’re rare.

Supers usually have a partial immunity to damage scaling in combos, so they’re ideal to tack onto the end of combos when the damage scaling is really high. This means you lose out on a lot of the super’s natural damage, but you get more damage right now when you know it’s guaranteed.

SFV then made supers the only way to chip out an opponent, which means chipping out is a major investment, which I think is super interesting.

Supers add a long-term strategic element to a tactical (short term) game.

Designing Stealth Enemies

What do you think is a good way to design enemies for a stealth game?

For coming up with new enemies, I think it pays to consider what niche every enemy fills in terms of how they detect the player. Think of every variable in the standard detection and investigation system and how it could be modified for a different effect. Most stealth games are built with only really 1 enemy type that is designed to be so versatile, it can do nearly anything. Continue reading

Stealth & Spotting

How important to you in a stealth game, is the phase after you’re spotted? Do you think a stealth game should ever give you an instant game over if you’re spotted? Monaco is really the only game to satisfy me, with it’s gameplay, after you’re spotted. In other games, I prefer to restart afterwards.

Honestly, I think most stealth games should have decent checkpoints and european extreme mode as an option. I’ve come up with several ideas for alternate ways to build stealth games without the running away portion because that portion isn’t very fun in any game except Monaco, which focused its whole system around that component of the game, to great effect.

Some ideas include, a fast forward button (someone on here suggested that), a time rewind similar to Prince of Persia, with limited stocks of rewind that function as your health effectively, locking off the way(s) forward until alerts clear, or having “stealth health” that you lose every time you get directly spotted, and maybe you flash invincible for a bit, and the guards continue patrolling in investigation mode, or time could stop, allowing you to move out of their line of sight, or you could just be shunted to the side where they can’t see you. Maybe guards could have vision attacks that have differently sized vision cones and deal more stealth health damage? Obviously that last idea is pretty ridiculous in terms of theme or setting, unless you’re fighting medusa I guess, but it could be a good game dynamic. Continue reading

A Random Encounter Approaches!

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

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

May You Have An Interesting Death

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

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

Nioh’s Ki Pulse and Stances

What makes execution barriers like Ki Bursting fun?

It depends on the action. It’s different for every one.

Ki bursting is fun to me because it means being very mindful during fights of my stamina, and the state of the enemy. Beyond that it means being mindful of the stance I’m in, and the stance I want to go to. Ki Bursting means I need to absolutely not miss the window of time during which Ki fills, or I wait even longer for stamina to regen. Ki bursting also introduces decisions, like do I want to cancel my attack and instantly gain back a little stamina so at minimum I’m safe and haven’t lose all the stamina I just spent? Do I want to commit to a combo while I have the opportunity to attack and potentially get hit, but also be able to regenerate almost all the Ki, or wait and see if the enemy is still vulnerable after attacking to do another attack at the expense of the Ki I spent? Do I want to attack once at a time and burst each time to regenerate the Ki back to where I had it, or commit to several attacks for more damage, but at the cost of some of the maximum ki I’ll regenerate with each attack? Do I want to do a super powered dodge instead of Ki burst? Do I want to block and sacrifice the ki burst completely? Do I want to switch stances in order to regain more Ki? Which stance do I want to change to, and what is the left over stance that I need to switch through to get the maximum boost? Continue reading