Playing with Space

Kay, so Position is something that can be in a lot of possible states. You have X, Y, and Z coordinates. Any object can potentially occupy any combination of these coordinates. Each of these possible coordinates is a state.

In a game oriented around combat, you have your character’s position, then each enemy’s position. So if you had an absolute possibility space lookup, the maximum number of states is every combination of X and Y coordinate between you and the enemy. That number of possible positions is really big. It gets even bigger in 3d games which use floating point math to determine object positions.

So here’s the trouble, redundancy. Realistically, you’re not using all that space. Realistically, any set of coordinates where the difference in position between you and the enemy is the same is the same state for all practical purposes. Realistically, if you and the enemy are too far apart to fight each other, then all the states are redundant until you’re close enough for there to be significant positional play. And the Z coordinate tends to be a bit constrained by gravity, so most 3d games only really play out on an X/Y plane with a bit of Z-Action within that limited height the character can jump, or have the high ground relative to an enemy. 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

For Honor and Souls-style Multiplayer

I’ve seen a lot of people compare For Honor with fighting games recently, do you have any thoughts on the game?

It’s meh. It’s better than most AAA trash, but it’s kinda simple. Basically, hold LT to lock on and block. You’re always blocking as long as you’re locked on in one of 3 directions, controlled by the right stick. You also attack in the same zone that you’re blocking in. You have light and heavy attacks, heavy attacks are useless unless you’re punishing something with particularly long recovery. You also have a guard break, so you can block, guard break, and light attack. Attacks are slow enough that you can always react and block in the correct zone. Guard breaks are fast but you need to be close. So between these you get the standard rock paper scissors loop: Attack, Guardbreak (throw), Block. Oh, there’s a dodge too, but the dodge sucks. It’s only really useful for dodging out of range if you’re right on the edge of their attack range. Continue reading

Nioh Post-Release Thoughts & Review

So how’s Nioh treatin’ you my boy. Is it everything you’ve ever wanted or not? Are there any problems with it?

No issue. I thought it was getting a bit too easy, or maybe I was getting too good, or overleveled, so I decided to skip all the sub-missions for an area and only do the main missions, and that made it a lot harder.

Many of the early game areas had enemies removed to make them more easy, which is disappointing, but the difficulty is curving back up in the later game, we’ll see if it gets back to the demo levels. 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

What Makes a Dynamic Platformer?

You’ve criticized the shallowness of super meatboy for basically being an execution challenge, but where would you say a pure platformer can get depth from, If there isn’t a dynamic element that responds to player input, such as enemies? multiple paths don’t really add dynamism necessary for a game.

Okay, so a lot of this depends on your definition of “pure platformer”. Is Mario a pure platformer? Is Mirror’s Edge a pure platformer? Castlevania and Megaman probably are not. Is Ori and the Blind Forest? It kind of straddles the middle, but also not really.

Mario has dynamic elements that respond to player input. Mirror’s Edge does not in most parts of the game. Super Meat Boy has a few (like the homing worms, and disappearing blocks, which you’ll notice aren’t duplicated in replays).

Multiple routes don’t have much dynamism, true. The idea is more routes on top of routes, on top of routes. Rather than totally distinct and separate routes, you make every little part have overlapping means of execution that have different results/tradeoffs. Continue reading

Balancing FGs & SFV Season 2

What is the art of balancing a multiplayer game properly, like Street Fighter for example. What is the process that goes into evaluating what needs to be nerfed and what needs a buff, and how they go about improving those characters or mechanics? Is it simple as stat changes or an animation change?

It’s a matter of figuring out what’s actually good and bad about the character. What’s supposed to be good and bad? Like all this shit with Juri: Continue reading

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

Shark Shoals: Prepare to Dive

What if the souls series had swimming? Would it be a good idea?

Probably not. You’d need to make a totally new set of animations and mechanics for it and it wouldn’t really emphasize what the series is established on.

Now a new game based on swimming and underwater combat in the souls style, sure, that might be interesting.

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How would you design Deep Souls/Dark Swims?

Gonna go with the title: Shark Shoals: Prepare to Dive Continue reading