I don’t understand the appreciation for that animation (or the one I linked a while back that you said you’d use as inspiration for magic in a tabletop). I guess the technique is praise-worthy, but they just seem like showpieces (like the animation equivalent of a tech demo), rather than ‘proper’ art. I mean, when I see people praising these things and talking about how amazing they are, it’s always so vague and nebulous, and I don’t understand what it is I’m not seeing. I might sound dumb for saying this, but it comes the same as those peepz who stare in awe at paint splatters.
I like seeing things fluidly move. It doesn’t need to have a purpose or a meaning, though I can certainly appreciate those things.
And I’m going to attach some cool looking vaguely abstract pictures to this.
Depends what paint splatters. Sometimes paint splatters look really nice. Abstract imagery can frequently be aesthetically pleasing as a result of composition, color theory, and some natural part of the way the shapes are made. It’s like typography. Everyone hates comic sans and papyrus, even though letters themselves are completely abstract and based in no way on the natural world.
I think there are less vague and nebulous ways to describe abstract imagery that is successful, but I don’t know if I have the words. That’s something really deep and fundamental about human psychology, the sense of aesthetic itself, which I don’t think I have enough background knowledge to tackle.
Like, there are certain types of lines that we find appealing, textures, patterns, etc. I don’t really know what defines the whole trend, only parts of it in relation to rules of composition or color theory, golden ratio type of stuff, and so on. These abstract things that appeal to our sense of aesthetics are themselves found in representational works of art. In the process of drawing, frequently people abstract on what they see to create something more visually appealing in line with a higher ideal that is connected to an evolutionarily formed sense of aesthetic. That’s what makes a particular drawing of a subject more beautiful than another of the same subject, not simply a more close depiction of what’s observed, but appealing to that sense of aesthetic.
This talk taps into some of that:
I mean, can technique alone make it worthy or great praise? There isn’t any story or any obvious meaning. I mean, it’s abstract enough that you can derive meaning, but that can be done for anything. I feel like I’m missing something, so would you recommend any pieces I should watch/read to help understand this concept?
I think so. It doesn’t need a meaning if you ask me. Technique in of itself is something we can appreciate. Not all games have a meaning, not all animations have a meaning. In a way, the highly technical representation of moving objects is a meaning, it’s information. It’s like, “Oh, so that’s how he did that?” or “Holy shit, that’s so smooth! Such a great and complex motion!”
Watch The Thief and the Cobbler. It has a wreck of a story due to a lot of meddling, so you might want to watch the recobbled cut, which is the next best thing.
re: meaning/stories in art. Yeah, what you said makes a lot of sense. I guess I just get confused by people who think, for example, that those abstract animation shorts are masterpieces, but something like Ponyo can get points docked because parts of the story don’t make sense. I guess I was approaching these views without context though. Maybe you can criticize Ponyo in that manner because it’s a feature film? Maybe it’s in the intent of the work and everything should be judged relatively? I still think Ponyo’s one of the best Ghibli films.
I believe people (including me) criticize Ponyo for that, because it’s not an excuse plot. It had some type of actual ambition with the plot, much like Spirited Away did, but it ended up being kind of immature. It’s not just a simple or absent plot, it’s a plot that is actively unappealing. It lacks conflict in a lot of ways, and has the existing conflicts kind of just get swept aside like they don’t matter instead of truly resolving them or coming to catharsis, which is unsatisfying.
I’ve seen well animated films that have no plots and honestly it gets boring around the 9 minute mark if not sooner (like a lot of Bill Plympton films, though they more have nice drawings than nice animation per se). Even a simple plot at that point is better. Something purely visually interesting isn’t enough to keep people engaged for extended periods of time, which is why Ghost in the Shell 2 falls out for me. That and there’s less actual animation and more gawking over pretty scenery.
It’s like, yeah, I want a gif of all the best parts of that, but I don’t want to sit down and watch the whole thing.
I’ve been sending you a lot of messages about movies (and by extension art), I guess I’m just trying to find the best way of approaching these mediums. Game criticism and analysis is a lot more scientific in nature, but with movies, it’s difficult settling on an opinion because there are both compelling pieces both for and against a given work.
Film critique can be very analytical and precise. I learned a bit about it in college, and obviously you have Every Frame a Painting demonstrating it on youtube.
Like I heard this one story from my storytelling teacher, about how he had a student who dismissed 101 dalmatians, claiming it was simple, and you knew from the first scene that Cruella was going to steal those puppies. His counter was that yeah, because they beat you over the head with it by including all these different types of messaging about the type of person Cruella is.
First thing, you have a muted background, with Cruella’s car being bright red and driving like a madman, Perdita calls her, “that devil woman”, Roger indicates how he’s not willing to stand up to her directly by going into the attic to play music about her, the song mentions a spider and she’s framed in silhouette in the door like a spider. She doesn’t allow the door to be opened, but instead bursts in, then takes up residence in the rectangle near the center of the screen framed by the orange curtain, taking up the majority of the screen, only occasionally moving out of it to do things like snub her cigarette in Anita’s cupcake, or blow evil looking green smoke on the painting of the dalmatians. Cruella owns the scene, pushing everyone else out of it and making it extremely clear she’s going to do rude or evil shit to everyone.
These are all things that were carefully considered and set up in the shot, and that is in a way scientific. The rules of game design aren’t about telling people what kind of game to make, they’re about showing people the way to make the game they want the most interesting it can be, in a very similar way to designing shot compositions, or expressions of character in a film.
I don’t have any sort of metric or criteria as simple or unambiguous as depth for a film, that can be evaluated as close to objectively, but there’s a lot of stuff you can be precise about in conventional artistic criticism.
Just don’t ask me about music.
It’s like, who to listen to? I suppose you can settle on your own opinion, but there’s always that niggling thought that you might be wrong for whatever reason. But that w/e reason is always hard to pinpoint, because none of this stuff is fact or observable theory like in science or game criticism. So for someone who’s not particularly egotistical or narcissistic, and believes in rational thought and the scientific method, it’s maddening to approach film criticism.
Listen to what makes sense. I didn’t come into evaluating games with a scientific approach. I didn’t know what a scientific approach was. That’s something I had to find on my own through research, trial, and error. Believe in yourself and change your mind when appropriate. A lot of people say I’m close-minded, so of course they’re surprised when I change my mind or admit I’m wrong. I believe what I do because I think it’s the most appropriate thing to believe, and if I didn’t, then I’d believe something else. I know what it’s like to get caught in a state of cognitive dissonance, where I think I believe one thing, but I realize that it can’t really work that way. So I try to stay honest. Even if I seem attached to my beliefs, they’re things I’ve arrived at for a reason and I’m not against changing them to suit what’s true.
I learned the 12 fundamental principles of animation through Richard Williams’ book, The Animator’s Survival Kit, which is a really technical guide to how to animate in general. That, as well as a rejection of anime style and a desire to go realistic spurred on by Gone With the Blast Wave, drove me to learn a lot about how to draw. And they served as a basis for my investigations into games. There has to be fundamental principles of some kind for any sort of entertainment media, there has to be something that makes it tick that is common to the purpose of the media universally, and which iterates itself to suit genres within the media.
Good art criticism can recognize why something is put together the way it is, why it works to create the appeal that it does, when something fails to live up to that, and how it can achieve its goal, or adopt a goal that would lead to appeal.
Their attempts to talk about gameplay are really shallow. They tried to claim that candy crush is brilliant and deep and has a lot of thought put into it and encouraged us to “think like designers” by asking everyone to sit down and record how many points it takes to go from level to level in order to painstakingly demonstrate that yes, there is an exponential increase in the number of points it takes each level, something that isn’t particularly remarkable.
They routinely get facts of all kinds wrong, like thinking that a reversal in a fighting game is done as a means of beating a move that is coming at you, rather than a way of getting yourself out of a bad situation, or preaching about how cool it is that a door is framed in the center of the screen, thereby obeying the rule of thirds, sitting in the middle third, which should make anyone with any knowledge of photography or composition cringe (rule of thirds means avoiding the center of the screen and putting things a third of the way across it).
They don’t think through any of their statements. Like they come up with all these half baked ideas that anyone considering them would be like, “No, that’s dumb, please don’t.” They ignore existing solutions and reinvent the wheel in poor ways, or pick the worst existing solutions whenever possible.
The person backing them with supposed real design experience is a dude who far as I know, has never published a real game, worked on a failed call of duty game and maybe some mobile stuff, consults on who knows what, and is generally reviled by students of digipen for being a pretentious-up-his-ass teacher who doesn’t actually teach them anything. I have no credentials either. I don’t expect you to trust what I say because I’m an authority, which I’m not in any real way. I expect you to reject it when I’m wrong, and hope you’ll accept what I get right.
They’re not just random idiots doing shallow and shitty game reviews, they’re people who don’t know about game design, and who actively champion bad game design and bad approaches to game design, attempting to teach other people about game design, and who have come to be regarded as experts. They’re not a failed attempt, they’re actively dangerous. They’re influential enough to get listed as one of the best resources out there for game design knowledge, or to be integrated as parts of curriculum.
What types of bad game design and bad approaches to game design does Extra Credits champion?
This video encourages randomness in esports. Watching it originally, I was like, “Are they serious? The only way you can mitigate random factors is by increasing the number of trials until the law of large numbers effectively evens out the results” Then of course they suggested exactly that. But the reason we don’t do that is of course because it’s prohibitively time consuming, not to mention it’s dumb in my opinion to deliberately lessen the importance of any individual game, and make it more difficult for players to determine if their successes are genuine.
I’ve covered their fighting game video before, it’s just wrong on multiple levels, not to mention how they hold MOBAs up as a standard for how to do balance well regularly.
The magic circle in games isn’t about escapism, it’s about contracts. There’s a magic circle in decidedly non-escapist contexts, like rock paper scissors, chess, poker, go, basketball, hockey, tetris, etc. They’re bastardizing an established anthropological concept that I believe goes back to the book Homo Ludens.
Talks about how assymetric games create teamwork http://www.sirlin.net/posts/episode-2-cooperative-games
Sirlin again talks about why this is kinda bullshit, around 24 minutes in. I’ll second this because in these games, a lot of the individual skill and interesting decisionmaking is reduced. A lot of these modern teamwork games become about doing your job which is really limited and simple to do, and decisionmaking is done on the whole team level, not really any individual player level. Sure, having the team forced into different non-overlapping roles forces people to work as a team, but that doesn’t mean these games necessarily feature any team strategies beyond players doing their job, like healing, laying down sentries, spychecking, etc.
Here they describe mechanics like the writing style or the palette of the game rather than the thing that comprises the game itself. They’re a means to an end in setting the tone, not the tone complementing the mechanics. It shows their priorities and lack of vision.
This video on villains is a 2 parter, and this part is about “mechanics villains”, whereupon they cover how these villains should be simple in motivation, match the game’s tone, seem like they’re powerful so they’re rewarding to defeat, and make the player feel like a hero for defeating them. Then a justification for why you can’t fight them immediately. Then he spends the remaining minute of the video talking about how we’re worse at making narrative villains, and the next video on narrative villains is 2 minutes longer than this one, and without the introduction.
They champion bad design all over the place. I chose random videos and found it in each one.
Fucking FILLED with mini-cutscenes constantly fucking grabbing your control away.
I bought this at the same time as Dark Souls, and was playing both of them back and forth. I found myself playing Dark Souls more, and was like, “Why am I not playing skyward sword? I was majorly anticipating this?” Before release it seemed to me like they had seriously opened up the game, they added a sprint option, you could sprint up walls, you could finally slash using the Wiimote and not just as a replacement for the A button. You had a realtime weapon switch menu, you had a real outlet for all those rupees you’re constantly collecting in the form of upgrades and shield durability.
I didn’t get why I was only playing it for short periods of time and got tired of it so quickly. One of my chairs is still leaned over from the way I used to sit in it more to the left side while playing a lot of the slower paced games I used to play, including twilight princess. It was like a chore that I was waiting to be over with.
I read this piece by Tevis Thompson roughly when it was originally published: http://tevisthompson.com/saving-zelda/ I thought it was ridiculous at the time, how could you say Zelda’s bad? However it planted the idea, and as I continued to play, I saw a strong parallel between the lock-and-key design and generally everything in zelda. Zelda doesn’t tend to provide you with anything like Beowolf in DMC3, you don’t get a new weapon like a dark souls zweihander. When you get a new item in a Zelda game, it is good for this one specific thing. When you see the hookshot symbol, that is the place you can hookshot. When you see a pile of sand, you can use the gust jar there. When you see an eye, shoot it with an arrow. It’s not a question of what’s your playstyle? What items do you prefer? What is this item good at doing versus other items? Nothing overlaps at all. Sure, everything has its own niche relative to everything else, but things have no interaction between each other, things have no multiple uses, and they do not allow you to obtain varied results through the application of skill or in differences of context.
Of course, when going back through Tevis Thompson’s work, I found he was really really pretentious. He intentionally uses descriptive adjectives or onomatopoeia in the place of describing things because he thinks it’s stylistic instead of annoying. Beside the point.
Skyward sword is probably the most rote and formulaic zelda ever made. It’s filled to the goddamn brim with tons and tons and tons of things that take away your control to tell you this unnecessary thing. Even the stamina system is limited by running out quickly and essentially forcing you on narrow paths to pick up regenerating fruits.
Watch this shit, look at HOW MANY GODDAMN CUTSCENES PLAY EVERY 5 MINUTES. I question how long this would be without the cutscenes. And that “secret” tune that plays so often it’s practically patronizing.
Okay, I’ve thought about this a bit. The obvious answer to a lot of people seemed to be “go dark souls”, but that has a bit of a different character to its combat. Zelda should probably be closer to Witcher 3 (in pace) or the 3d Ys games, except with deterministic sword strikes that vary somewhat in function. The double obvious answer is to go back to 2d and build on link to the past/oracle of seasons/the original, but that’s too easy.
Things that I would consider characteristic of Zelda’s combat up to now include the spin attack, jump attack, down thrust, and basic combo. Additionally there’s the roll, back flip, and side hop. L-Targeting/Z-Targeting have both narrowed the way combat works down to a more one-dimensional type of thing. Enemies also rotate really fast and generally stay locked on to you, rather than really committing to swinging in a specific direction. L-Targetting needs to have drawbacks added into it which make general movement more attractive as an option. Obvious one to start is reduced movement speed, which I think it might already have.
Sidehopping/rolling are the primary defensive options, so they need to be a high enough commitment that they can get out of the way of attacks, but rarely get the chance to get an attack in safely. In order to get an attack in, you should need to do these early enough so they recovery sooner than the attack you’re avoiding is even done, otherwise you’re committed to the act of dodging instead of attacking, you’re giving up your chance to attack in order to be safe. Otherwise they should come out about even with the attack you’re avoiding. Giving the roll iframes may help increase its viability as a combat option and give people reasons to not lock on (because you need to remove lock-on to roll in directions other than forward). The point of making dodge versus attack a tradeoff is to reduce reliance on dodges as a “solution”, dodge then attack. This means that in other to punish enemies, players need to move out of the way of enemies’ attacks, which is harder with the reduced movement speed of L-target.
Shields don’t work in Zelda. There’s no drawback to holding it up while locked on (except you can’t sword attack), and most enemies can’t get past it. Enemies either rebound off it, or are unphased by it, not really pressuring it in any way. You are allowed to side hop and even back flip while blocking, and enemies hitting you during these will still be blocked. Dark Souls has stamina as a regulating measure, Witcher 3 has chip damage. I feel like chip damage is a lame solution in a single player game, but stamina isn’t something that really fits in Zelda. Skyward Sword experimented with shield durability, but this isn’t a strong moment-to-moment reason to not use your shield. In my view, shielding should be another option to negate damage that has less commitment than dodges. So shielding is easier to do, but a dodge will get you further.
To make this work in Zelda, I think the obvious thing to do would be to make shields negative on block. You’re holding off the attack, but the advantage is surrendered to the enemy (and some enemies should probably be designed to take advantage of this). Beyond that, I think it makes sense to have guard breaks, like garou, dark souls 2, etc. Take too many hits on shield, you maybe glow red or something, then you get blown up.
Another potential solution is having shield glue you to the ground practically, and require you to aim in a direction, much like shield in L-Target currently does. Shield defends you practically for free when you’re locked on, and I want to capture more of the movement across and around objects on the 2d plane. Having threats come in from multiple sides and needing to defend them by orienting yourself in that direction is an obvious way of doing this.
The core point of design here is, there needs to be reasons to choose one option over another, and to not have any option be a perfect solution for any given situation. Shield and these dodge options are probably indispensable to what 3d zelda is at this point, these design decisions and good enemy design should help balance them.
Beyond that, I feel like the core of the 2d zelda structure is moving out of the way of enemies, moving to a position where you can orient to face them, and attacking. The darknuts in zelda 1 are probably the embodiment of this design idea. They walk randomly in a way that is biased to face towards you. You need to get around to their sides or back in order to attack them, as you cannot attack from the front. You need to not let them move into you in the process, because you are stuck to the ground while attacking, but they can still move. This is something 3d games are capable of doing, but which they haven’t really tried, because lock-on keeps forcing their hand, and dodge-type moves are used as an easy out. (later 2d zelda didn’t do this as well either due to enemy designs)
2d Zelda is kind of shmup-like in this way, with the additional constraint of facing direction. You can move out of the way of things, with the additional constraint that you must turn to face towards what you attack.
Part of the reason this doesn’t work as well in 3d is the camera systems. If you pull the camera in too much and tilt it too up and behind the character, it’s difficult to see the floor as a 2d plane, and difficult to perceive both that there are threats around you, and exactly where they are positioned relative to you. Fixed camera angles like in Devil May Cry help alleviate this, but they also make siderolls really awkward. For this reason, the camera should be tilted downwards more, and pulled out a bit, it would also help to design areas to be more open and to handle choke points rather carefully. Most Zelda games already have really open environments, so this isn’t too much of a problem.
The camera should ideally not follow the character too hard, sort of like Super Mario Sunshine’s camera. It should immediately be responsive to lock-on and camera stick movements, but otherwise not worry too much about framing the action behind the character’s back. The object of focus is his movement around the enemies, so the whole scene is more important, up until the player decides to lock-on and focus on a single enemy.
I considered the idea of different attacks. 2d Zelda only has one sword attack, it only really needs one sword attack. The depth of 2d Zelda is conveyed through the motions of the player around the enemies. In 3d Zelda, for whatever reason, sword attacks were kept largely the same as in 2d games, they’re really fast to come out and recover and all have straightforward attack areas. There isn’t a lot of differentiation between them or commitment to them. However because touch of death enemies were largely veto’d in 3d zelda and 3d action games categorically, and the number of enemies and their movement complexity around the player dropped, 3d Zelda games don’t capture the same type of combat depth as other games.
I checked out Majora’s mask (because I had it on hand) really quick so I could tell what attack types there were (and I hope this holds true for the other 3d Zelda). In unlocked mode, you have horizontal slices with no direction held, and overhead with a direction held. While locked on you have overhead slices by default, and horizontal slices when moving any direction but forward, and thrusts when moving forward (poor arc on the thrusts if you ask me). All of these have the same range and general framedata. When locked on you can press forward and A to do a jump attack, Link’s only unique attack besides the spin attack (which needs to be charged in majora’s mask, OoT, and WW, poor transition from 2d there, has a cooldown in TP, and costs stamina in SS).
TP has a number of unique attacks, shield bash, back slice, helm splitter, ending blow, mortal draw, and upgraded jump/spin attack. Each of these has a specific function which they’re uncontested at in dealing with specific monster types. Shield bash beats enemies with shields, back slice beats enemies with shield + armor, Helm splitter beats enemies who have shield + armor and move out of the way of back slice. Mortal Draw is a gimmick charge attack, like a better and more gimmicky version of the spin attack. Also interestingly, TP lets you attack while running without stopping your run. This is closer to what I’m going for, though I don’t know if it entirely fits in.
My instinct is to differentiate out into a bunch of attacks that serve different roles, having attack variety when locked on, and less when not, but Zelda isn’t really a game about varying levels of commitment, either in 2d or 3d.
I think a better direction would just to be focusing on the minimum number of attacks necessary to make it work. Don’t worry about the 3d action game standard counterplay of faster attacks versus well timed attacks versus outspaced hits and just focus on avoiding getting hit and getting hits in. Make it so you get all horizontal when not targeting (more forgiving for attack angle), get higher commit and longer range overhead swings when you are targeting, skip on the thrust attacks entirely (or I guess keep them in as a variation on the overhead attack much like they already are), and keep the jump attack as the only slower higher commit move. Keeping the damage the same between the locked/unlocked options should help emphasize the lower-commit unlocked options more, and thereby emphasize moving around enemies more. Honestly the attacks could even stay fast as they are probably, I probably over thought the whole attack business when it’s really more about the enemy designs. Though the issue with keeping them fast is that it becomes that much safer to dodge and attack, which isn’t something I want. Slowing down L-Target attacks at least discourages this behavior with sidehops.
Slightly more startup/end lag on the sword attacks would probably be sane, along with something limiting your ability to slash at an enemy endlessly, like pushback. Darknuts in TP can be beaten by running up to them, slashing them once with the run-by slash to get them to guard, then slashing at their exposed backside, until they arbitrarily put up their guard to repel you, then you can repeat the cycle. In WW they can be beaten by running around to their backside and slashing them repeatedly to death. These are obviously things to be avoided, and they don’t work in the 2d games because of pushback, which is a bit less arbitrary than the darknut just cutting you off in TP. There’s some in TP, but not enough to prevent you from getting heinous amounts of damage in.
Like, this is kind of the type of thing I want to see, no lock on, moving around enemies, though in this way it looks more like abuse, perhaps that’s because of the limited enemy count. I don’t want the system to break when there’s only one enemy, as it clearly does in this video. Perhaps the best answer to that is simply to not have hitstun for enemies, or to go with a hidden dizzy/poise meter much like dark souls or DMC? Do enough damage quick enough, and you can interrupt an enemy attack, and get a free shot or two. Imagine moving around the darknut, but rather than it simply taking the punishment, it keeps actively attacking as you move around it, with attacks that are a step ahead of where you need to move sometimes, so you need to watch out and adapt to where it’s attacking, or back off to where it’s safe.
Of course there’s the issue of enemy design and enemy placement. Darknuts practically design themselves. Their primary issue is their sword swipes have a kind of unclear hit area due to a poor arc in the animation (though it’s always in the front, so mystery solved), they’re not very aggressive, and they auto-block from the front. Darknuts could use attacks that cover a shallow sweep around their front (can be avoided by running around to left or right), sweeps that cover their left and right sides move (avoided by moving around to opposite side), slower wider sweeps in front, and block/dodge for variety. At mid ranges they could have attacks slow enough that the player can see exactly what they are an how to avoid it (25-33 frames), and at closer ranges they could be faster so the player only has time to see it and avoid it (16-20 frames). Mixing up between these will make the player feel unsafe to come too close to it, or press the advantage when they are not punishing a whiffed move.
I want to have blockstring pressure of some kind, otherwise the dynamic of holding up the shield versus getting guard broken doesn’t really work, but I am uncertain of how to implement it fairly. Like, there’s multiple decisions the player should be making there, but all of these decisionmaking processes are hard to implement in a way that are fair in a singleplayer game context and don’t have a clear solution despite being fair. Fair here means that the player must be able to react on some level to the information coming at them in order to make a judgement. They shouldn’t be forced to guess, otherwise whether they get punished is basically RNG, there needs to be a tell. In a multiplayer game, players can be allowed to make hard reads, so things don’t need to be reactable. Kind of a dilemma and a paradox in a single player game though, but whatever. The first decision involved is between blocking versus avoiding the blow entirely. The next is between continuing to keep the shield up, out of fear there may be another blow versus escaping. The last is a hope to punish the opponent for overextending.
My thought for this is to focus on the breaks in the blockstring, when they are, and how long they are. You can have a tell in the form of a glint in the enemy’s eye or a subtle thing at the end of an attack animation to let the player know they have a chance to escape on the next attack. These attacks that give the chance to escape should obviously deal more guard damage since they’re the ones the guy should be breaking out on. On these attacks, the player can jump out without being punished if they react and time it correctly. Then there should be other breaks that have a longer windup to allow the player to drop their guard completely and attack back at the enemy.
So maybe you have a sequence of 5 attacks, so the breaks could potentially come at 4 points between those. Lets say you always have at least one escape attempt, and at least one chance to fight back. If they don’t know when these are coming, then they could miss their opportunity when they do, though the trouble is I don’t see much reason why someone would get caught trying to get out when their opportunity didn’t arrive yet, and I don’t really have a way to fix that flaw that doesn’t result in unfair RNG on some level, so whatever.
Though to be honest, it’s silly to have blockstring pressure in a zelda game, it’s really not what zelda’s about, but that shield taunts me and I can’t think of another way to make it really mesh. If you have guard damage just last for a long time and regenerate slowly, then it would probably work fine as a tradeoff without any silly blockstring nonsense (though it also wouldn’t put people in direct threat of getting guard broken often). But hey, here’s a system that could be used in some other game probably.
The broader issue with most of 3d Zelda’s enemies is that it’s a battle of the quick and the dead. Link is quick, and the enemies are dead. Most of them you don’t really have to think about, you can lock on, their friends aren’t too keen on attacking, and you can wail on them unopposed. Enemies come straight at you, and you can slash them when they’re in range by locking onto them. Refer back to that cave of ordeals footage. A lot of it is seriously just mashing A.
In the original Legend of Zelda, you can have 5-6 enemies all on the screen at once moving around, hurting you if they touch you. You have restrictive terrain boxing you into enemy encounters. You have enemies that appear out of the ground and come at you in the desert, you have lots of enemies that shoot projectiles in addition to approaching up close. Some rooms have turrets that shoot fire in the corners that go off by themselves, some have blade traps that run along the edges of the screen. Some enemies rush at you if you’re in their line of sight, some can only be hit from their sides. Most of them move erratically, some jump faster than you can walk. You have all these threats coming at you from different angles, and you can’t mash A to deal with one without being hurt by another.
Some obvious things to emphasize are movement patterns other than moving straight at you, having some enemies be inclined to try to surround you by moving to a position that is on a side of you where few other enemies are, but also be drawn in to attack you as they get closer into that position and closer to you, maybe teleporting around you, and liberally applying projectiles that aren’t just flaming arrows. Slower windup on the sword and removing hitstun will probably reduce the issue of being able to interrupt enemies before they can attack you, so the player is forced to avoid attacks before attacking rather than hit first ask questions never.
The goal is to keep the player moving around the enemies and finding chances to hit them.
Items like the bow and hookshot could probably be integrated better into combat and the like by not requiring you to go into first person view to aim them. Imagine if holding down the button projected a red line off from the direction you’re currently aiming, and releasing the button fired it off in that direction. You could require the player to stop when doing this, or let them move around freely, it’s your call. If they’re allowed to move around freely, then having the items lock on to targets near the line of fire (by drawing another line indicating the corrected trajectory) would probably be more forgiving. The hook shot could probably see additional use as a movement tool if it could latch onto more walls to pull Link quickly around. Allowing the hook shot and boomerang to be one of the rare ways to stun enemies, interrupting their attacks, would probably help differentiate them, as long as safety measures were set up to prevent stunlocking and easily killing off more powerful enemies (like biasing them towards faster attacks in the short term, and not having the hitstun be very long). It could be tolerable in encounters with weaker enemies if there are multiple of them. Maybe allow people to cancel firing these by pressing another button, maybe have a first person mode by holding a trigger button.
Overall, I’d pare the item selection down to bow, hookshot, bombs, boomerang, roc’s feather/cape, power bracelet, bottles, pegasus boots/pegasus seed, candle/ember seed, and deku leaf. These are the only items that really stand out to me for unique functionality. The magic rod/fire rod is also nice, but it overlaps with the bow a lot.
To give a brief overview, the bow is directed long range projectile damage, the hookshot can stun and be used as a quick movement tool, bombs can be thrown and explode, propelling the player and enemies as well as dealing big damage, boomerang can deal hitstun, and be directed around in funny ways, roc’s feather could add a command jump (missing from 3d zelda, dunno how it would be integrated into the broader system), Power bracelet allows items to be picked up and thrown (passive ability, more related to environmental objects than the player character), bottles function as healing/magic/extra lives, pegasus boots allow you to move faster after a startup period, and rebounding off walls works as an impromptu jump, candle/ember seed can both make fires on the ground that deal sustained damage within an area, deku leaf can hover and push enemies around.
The ranged weapons and bottles present some minor issues in their prior implementations. Bows, boomerangs, and hookshots all hit their targets for free when locked on in previous 3d zelda games. One easy way to solve that is to have the lock-on button be the same as the first person view button for these weapons. Also bottles need to be used in realtime or they’re free healing. The whole dynamic of being able to predict enemies far enough into the future to find a chance to heal from Dark Souls should obviously be the one to aim for here. Long startup time, if interrupted you get nothing and lose a healing item too.
On the UX side. Make all text boxes instantly complete with the B button and progress to the next one with the A button. Maybe have a delay of a few frames to help people read what’s in the box while they’re mashing B and A. Allow any cutscene to be paused by pressing start, and skipped by pressing A after start. Make the pause screen come up a lot faster (seriously, it’s slow in EVERY zelda game, even the 2d ones, I don’t get it). Shorten and eliminate as many mini-cutscenes as possible. Players do NOT need to see that their hookshot connected for the one billionth time. Rupees, have a flag in the goddamn save file remembering if people picked up a given rupee value, and if you’re so damn concerned about them forgetting it, have +30 rupees or whatever pop up over the rupee counter. For that matter, skip the rupee cutscenes altogether.
You could very easily follow the existing control scheme even with my proposed design changes.
B = Sword
A = Dodge/jump attack when locked on, environmental interaction/roll/pegasus boots when not locked on
XYZ = Assignable items
L = L-Target/First Person View
R = Shield
Dpad = Maybe a quick item change menu system?
Bosses could take a cue from the better 2d bosses like Gleeok, Patra, Moldorm, helmasaur king, Mothula, true Agahnim, Onox, later phases of Veran. I admit that even some of these aren’t terribly great. Could probably take cues from Ys bosses too and maybe bloodborne bosses, in particular their varied attack patterns with the randomized fakeouts, since we’re having the whole block and dodge thing in place like a 3d action game.
Invent a random drop algorithm similar to the one from the first game, that let people force certain drops by killing multiple enemies in a row without being hit.
Damage on later enemies in the game doesn’t need to go up significantly as long as enemy patterns remain tough. 3d Zelda has a problem with you getting 20 hearts because they don’t ramp the damage or enemy counts up, so you’re fighting the final boss and it’s like, “damn, that attack only does 2 hearts?” Similar to Metroid, Zelda’s supposed to work by attrition, slowly wearing the player down. Later in the game the player has bottles that can replenish hearts, these probably shouldn’t restore the whole thing, fairies should probably restore less than red bottles, and if actively used, there should be a risk of being hit, losing the bottle completely, stressing that the player can look far ahead enough into the future to find a place where they can heal and nothing will hit them.
I’m too tired to think of a good world structure that incorporates the best elements of open world nonlinearity from zelda 1 and LttP dark world with the sequence breaking of the 3d games. So that’s all I got. Plot could probably follow from that valley of the flood hoax, because I liked that idea. He’s a fake hero, but maybe the spirit of the series might get reincarnated in him, even though he’s not the hero hyrule needs, and the tragedy is he’s doomed to fail? Could potentially be interesting from a meta-narrative point of view if you don’t push it too hard. And you could end with a supposed-to-lose boss fight that you can actually win, or attempt to turn that trope on its head by making the losing process actually engaging or strategic in some way, much like how undertale makes pacifism interesting by requiring you to survive anyway. Perhaps you could have 3 endings, where the easy way out is dying because you think it can’t be won (hell, have a decoy ending cutscene here that can be skipped to go straight to the main menu, but don’t save the game so people can reload and retry), the medium way is to kill the boss, conquering fate and all, and the hardest way is to endure into sacrifice, and come up with alternate uses for some of the weapons.
Would be a fun fan-game idea. Wonder how close the story/characters/setting/naming could get without infringing on copyright.
It’s a third person cover shooter that actually takes advantage of being on console to use third person motion well, which is what the controller excels at where mouse and keyboard fall behind. They put a lot of work into making it so every part of the system has some function, many of them interrelated. Similar to FEAR, you can toss grenades, go into slo-mo and detonate them in the air. Grenades can be tossed from a rocket dash to get a lower angle. You can cancel reload animations by switching weapons. They have the cigarette to distract enemies and give you a chance to act out of cover. In general the game is really tuned around letting good players get out of cover, making cover more a crutch for players that let themselves get hit. The dodge function is brilliant at this, especially because you can dodge boost for more distance and staying mostly invincible. They let you jump out of cover, go into slo-mo to shoot while rocket boosting. The game really wants you to play the offensive.
The enemy designs are excellent in the way they’re tremendously varied and have a number of attack options. Even the basic enemies sometimes go into suicide mode to try to detonate on top of you if they’re low on life, which is an amazing behavior. They have bigger enemies and smaller enemies, some can fly, some roll around, some stand up and have weak points behind them. They have all different bosses that attack in different ways. Some literally unfold into mobile cover. The final boss battle has all this cover that comes out of the ground, and changes over the fight. They actually have good boss battles for a shooter game, which is rare by itself.
Beyond that, they actually offer a fair range of weapons with differentiation between them. Sure, the assault rifle, heavy machine gun, and boost machine gun overlap each other, but you also get the Shotgun, which rips apart anything at close range, the LFE, which is a slow moving orb of death which kills any lesser enemy, and stuns greater ones, rocket launcher, big damage, low ammo, disc launcher, has its own melee attack which doesn’t overhead you, can dismember multiple enemies close together, lock-on laser, can hit a bunch of targets at the same time, sniper rifle, snipes, Laser cannon, draws from the suit power for big damage, anti-armor pistol, slow accurate, low ammo, big damage, and the two types of grenades.
My only gripe is that there isn’t more vertical play. You can’t jump (except with the wallboost trick), can’t fall off ledges, don’t really have any air physics. It doesn’t need it, but it would be nice. Also melee attacks completely drain the suit’s power, leaving you close to enemies without much way to defend yourself. Would have been nicer to drain like half, or all of it without overheating.
Thoughts on shadow of the colossus?
I could have sworn I did in the past, but I can’t find anything on my blog?
I’m gonna be brief, sorry. The primary success of SotC in my opinion is the balance between grip versus the bucking of the bull. It’s like a bullriding simulator, except you need to climb across the surface of the bull between its buckling. Beyond that, the movements of the colossi can propel you forwards by holding and releasing at the correct times. I think the weaker sections of the game are the more puzzle oriented colossi, like the one in the lake, or the two tiger shaped ones.
I believe the presence of the time attack mode means that the developers knew there were more elegant ways to beat the various Colossi. That’s why the time attack mode is in Braid for example. I think in general the presence of a time-attack mode usually means that a game is either race oriented, or the developers want to push the players in trying for more elegant solutions, because they know there are easy and high affordance, but slow, solutions, and more elegant low affordance solutions which are faster.
I think the game took one of the most developed parts of Ico, the climbing and pendulum physics, and applied them in a context where there is genuine risk and reward for those things, making a rather static and dull type of action into a dynamic one. You can jump over the bodies of the colossi to avoid them shaking you, you can advance a bit further at the risk of being thrown, you can stab them to change up their AI cycles. You can climb up slowly at the expense of the grip meter, while playing it safe should the colossi try to buck you. You can lure them around, or use their own attempts to throw you off in order to propel yourself higher. Occasionally on a first or second playthrough, you’ll need to find the next weak point while standing atop them, adding more sources of risk to the challenge. It’s possible to jump stab them too, and charging to stab itself is a risk/reward thing. How much can you risk to charge before inflicting damage. You want as much damage as possible, but the whole time you charge you’re also losing grip, and the colossi could shake any moment. The grip jump works the same way.
It helps show one of the elegant solutions the creators were probably intentionally pursuing with the game, and at minimum it’s something that can be learned from. Avion’s attempts to buck you by spinning in the air can itself be used as an opportunity to go from wing to wing because they’re so close together in that moment.
In short, cool game. Great experiment in use of physics to create risk and reward systems. Weird that it would come from the guys who made Ico.
How would you implement difficulty in a non-linear game. A good game should get more challenging as it you progress ,but if you can choose what to do in what order you have to make them all equally challenging .This means the game becomes easier as it progresses.
I indirectly answered this already with my metroidvania solution, having areas you’ve beaten get easier, and just straight up tuning all the other areas around a base power level, but you do bring up a point that I didn’t consider: You want endgame areas to be harder, whether by levels or just tuning, but you don’t want players ending up there early on by accident.
When people speedrun Quake, they do it in reverse order actually, because you’re allowed to pick whatever episode you want. So people choose episode 4 first. I think they mix up 2 and 3 because of some routing detail that makes it faster, but I can’t imagine why.
The obvious thing you can do is follow from the metroidvania solution and make the other unbeaten areas harder after you beat one. Actually, if you did it on a level beyond just number buffs, like world tendency in demon’s souls, by changing enemy and level arrangements, then it might add to the replayability of the game, beating the levels in different orders to see their beefed up forms.
The other, probably more obvious, thing you can do is organize the levels so people have to go through the easier ones to get to the harder ones.
Or alternatively, you could not really worry about it. The intention of the warp pipes in the original Super Mario Bros was apparently so if players felt the early areas were too easy, they could skip to the harder ones. It’s one of the things I like about dark souls, going directly to blight town to fight Quelaag, or into the catacombs to grab the gravelord sword/rite of kindling.
The larger issue is making it so unskilled players don’t go to areas out of their league by accident, like accidentally going into the graveyard from firelink. The best way to do that perhaps is to make it so sequence breaking involves low affordance and/or difficult to perform tricks. Like in order to get to blighttown first, you need to either kill ingward so you can get the key to the seal and open the seal, which you won’t know how to do until the late game, or pick the master key and open the door at the entrance of new londo, which you would be hard pressed to find just starting out.
The graveyard at firelink is a good example of how not to do this. A lot of people go that way by accident because it’s really high affordance, you’re practically lead that way. I fought down to the first bonfire in the catacombs on my first time playing the game, not realizing it wasn’t the way I was supposed to go. And that was patch 1.0! The skeletons didn’t even drop souls back then! If the way into the graveyard was obscured somehow to dissuade beginners, then it would probably contribute to a better experience for them, while still allowing advanced players to do as they please.
I put off answering this one, because I knew I’d have to rewatch his videos to really recall all my reasons, and I finally worked up the nerve to do it.
First, his position on the journalistic integrity thing was dumb, especially when he got his journalism professor to interview on the matter and basically blew him the fuck out. Also he was on the game journo pro list, which is kind of scummy in of itself.
I’ll be honest, his coverage of stories can be pretty good, like his look at MGS2, MGS3, The Witcher, and Bloodborne versus HP Lovecraft. I liked his MGS3 review overall and I felt like it tapped into a little of how the game worked with its vertical slice thing, and how there were so many different possible tactics you could take.
Watching the witcher sum up, he even gets into the combat a bit in a way that’s appreciable, even if I personally hate the witcher’s combat, even witcher 3’s. I gotta give him credit for that.
Minus massive props for playing a doom source port that allows looking up AND jumping. Also for admitting to quicksaving as a form of savescumming. In the process he does however mention how fucked up hitscan weapons, cones of fire, regenerating health, and iron sights are.
I mean shit, I can’t call the guy horrible. Though I can say his dark souls review isn’t very good. The high difficulty of early games was influenced by their arcade origins, not technical limitations, and contra is like half an hour to an hour long if played from beginning to end. They could afford to be hard, and they were very fair about the ways they were hard. Super Mario Bros restarted you at the beginning of the world if you got a game over, ninja gaiden did too, also shatterhand, and castlevania, and a lot of games on the system had actual save game functions, mostly RPGs, but also Metroid, Megaman, and Zelda. You’re not SUPPOSED to use save states for those NES games, hell, you’re devaluing games like Doom and a lot of other PC shooters for using save states. This is why I insist on sticking with auto-saves or only saving on level transitions. The first half of the review is all about the theme that I don’t really care about. The coverage of the combat is a sales pitch and more shallow than I’d really like. A lot of the talk on the level system is filler.
His coverage of Castlevania Symphony of the night triggers a kneejerk reaction from me up front for him remarking on how the original castlevania games were nothing special or rather humdrum, when they prioritized extreme focus on attacking at the right times in grueling level designs with enemies placed to make it very difficult to move forward or skip any of them. Points to him for backdashing, minus points for not shield-dashing. He does point out how shitty the level design is though, which is something I was expecting him to miss. Overall his impression does seem to be about the same as mine.
In his Zelda videos, he touches on how Link to the Past was more about dodging things and had less tutorials, but doesn’t really go into how lackluster OoT puzzle and enemy design was. And he complains about dumb shit like the room scrolling not fitting his conception of the space or something. He catches himself trying to quantify things, when he’s quantifying the wrong things and when I personally think greater quantification or more precise quantification is what we need in games analysis. Not to mention that Adventure of Link was a greater commercial success than many games that came to follow, sitting right about at the average for sales of the series and being a critical success in its own time.
Also it really pains me how he harshes on himself, used to read the headlines of each section with a really bored voice and acts like this self-conscious jaded fuck sometimes. Like he knows that he’s silly, but has to play it off ironically and begrudgingly to sooth his conscience.
Going to his Megaman Legends review is probably a good palate cleanser, because I haven’t played the game before, and I find it’s a good way to check whether a reviewer can actually describe and break down a game by going to a game I don’t have experience with. He complains about the tank style camera controls, but doesn’t mention how the concept of dual analog literally hadn’t been invented yet. I’ve gotten worse senses of how a game is supposed to be played than this. He does run down some of what the enemy design is like with video examples, and how the tank style controls work with forward and backward (and apparently strafe) movement work with shooting, and the free aim feature that locks you to the ground. I’ve seen worse even if I’d prefer more detail personally. I also feel like he missed out by not covering megaman legends 2 or the failed MML3, with the failed facebook campaign, which is practically what put Keiji Inafune in his current position.
I want to say I dislike his videos, because I don’t want to subscribe to him and I’m used to saying it about people at this point and I suppose it’s kind of expected of me, but he’s honestly not totally shit, and surprises me with alright descriptions of gameplay most of the time. His breakdowns of things tend to feature more correct information than incorrect information, and include genuine insights that aren’t common knowledge or repeating what everyone repeats. He gets the seeds of topics that would be interesting to talk about. He’s not Extra Credits, he’s clearly way above their level and the majority of the other amateur reviewers out there. Maybe what he lacks most is vision and knowledge of specifics? Vision isn’t something you can really fault a guy for. It’s hard to elevate the format. Knowledge of specifics and intricacies, I dunno, that’s kind of advanced stuff. Who can really say? If we had more people at his level then we’d be in a better place.
Someone asked me about Sequelitis, that’s next. Soon®
https://www.youtube.com/watch?v=8qxVDOc-oV8 This video is so fucking stupid at times (such as when the word theatre is said and every time he goes a little bit SJW), but this video is alright. What do you think?
Dude released this like 3-4 days ago and he’s talking like there are only 5 gods. Leffen is arguably the best player in the world right now next to Armada and PPMD, and certainly stronger than Mew2king or Hungrybox presently. Documentary kiddie!
Regarding Amsa, he should have mentioned how the guy placed at Evo 2014. I have a local Yoshi player who said if Amsa took top 8, he’d redouble his efforts in Melee rather than moving cleanly onto P:M. Yeah, Yoshi was considered a gimmick character that nobody knew the matchup against, but once everyone figured out the matchup, Amsa went into a slump, then recovered to show he truly knew how to play well, not just abuse things people were unfamiliar with (he does mention that Amsa might not have much staying power, but this video came out over a year after the events he’s summarizing). He also probably should have mentioned the facets of yoshi that had potential, like the three different types of “parries” Yoshi has, between super armored DJC attacks, his power shield, and light shield. And how his normals have good hitboxes and knockback, unlike a lot of other low tiers. He also could have mentioned how historically, Sheik is known as a HORRIBLE matchup for Yoshi, and it was Amsa who figured out how to play the matchup well and dominate in it, versus the best sheik player who ever lived (well, besides Plup I guess). Also Vectorman pioneered a ton of the techniques Amsa brought out competitively. He has an old combo video, Eggstinction. He even did a sequel to it.
Bonus, on the 20XX thing, it was Hax’s joke originally, he could have mentioned how Mango perpetually snubbed Hax, and even beat Hax’s Fox using Captain Falcon.
But hey, it’s reasonably good coverage. I agree with a lot of the gist of it, even if being a part of the scene I know there’s more to the stories. I just hate this guy’s guts for his first two videos, and looking at his uploads, probably a lot of others he’s made.
Instinctively, I want to say it’s not theater as purely a kneejerk reaction, given you know my bias against that sort of crap, but a lot of what he’s repeating are stories by this point. A lot of what circulates in the smash scene is essentially stories, which is part of why following Smash is so interesting. Though not quite theater, because these are real games at some point, played with an intention to win, to clutch it out. They aren’t art like theater is, even the stories of them aren’t art, but yeah, they’re interesting.
What do you think of this analysis on super smash bros melee?
Someone linked it to me already. Not a fan. The writing is cringey and lacks perspective for why a lot of things in Melee work the way they do. That and the author is a little shit.
Melee certainly wasn’t intended to be played the way it is, however a lot of what enables it to be played that way was on the implementations of the game designer. Dash dancing works in part because they wanted a smooth transition from a standing animation to a dashing animation, and wanted some leniency on the dash direction before players would do the fancy long turnaround animation from being committed to the full run.
Smash Direction influence is hella technical, and hasn’t been removed until Smash 4 practically nerfed it out of existence. The idea that the C-stick should buffer automatic SDI and out prioritize the control stick for the privilege? That the crouch state should subtract some knockback? Perfect shields that reflect projectiles? Variable density light shields? There is a lot of complex shit going on in melee that was entirely the decision of the developers. They included a crazy walljump mechanic in the vein of super metroid that is difficult to input and Young Link’s target test is reliant on. They decided Fox and Falco’s shines should be capable of being jumped out of. They decided that the C-stick should buffer all your shield options, including jump. A friend told me an easy way to get frameperfect wavedash out of shield, by buffering jump on the C-stick when you’re in shield stun.
They decided that throws should have weight independent knockback, but vary the length of the throw animation based on the weight of the character so weight determines frame advantage. They decided to make landing animations shorter if you land at the top of your jump arc, and to allow you to drop through platforms when your shield is up if you press within the right range, and make it faster than normal platform drops too.
I had that one topic idea a while back that great games make for great glitches, and Melee is a shining example of that. If you compare to say PlayStation All-Stars, you can see the smash bros developers put a ludicrous amount of detail into how every system functions, in such a way that enables a wide range of possibilities. This is why people are finding out new possibilities this late into the game, like Z-perfect shield, or Wavedash forward into PC drop (PC drop is walking forwards then turning around so the momentum will slide you off the ledge for a grab), or actually bringing yoshi’s light shield and parry into use. It’s why Armada could bring out an underpowered character like young link and beat hungrybox’s fox with it. Plup is still pioneering the reaction tech chase with Sheik right now (not that it wasn’t done before, just not as well).
Calling it purely an accident is underselling the game.
What are your favourite game stories or lore? (I mean, purely from a narrative/thematic pov, regardless of the gameplay.)
Dark Souls, Bloodborne, StarCraft, Legacy of Kain: Soul Reaver, Thief, and MGS3.
Dark Souls and Bloodborne both have a great storytelling style in my opinion, allowing a story to be told without creating interruptions, and creating narratives through fragmented information. I think these two did the job a bit better than the other souls games. It’s interesting when you finally get all the parts of the puzzle and piece together what the fuck is going on.
StarCraft has nice lore sitting behind everything in the manual, the characters are well written, well voiced, and have consistent motivations generally.
Legacy of Kain (at least, the soul reaver series), has really amazing writing, tackles some philosophy, and gets a bit mindfucky with all the travel and talk of destiny, presenting time travel and destiny in a rather unique way. The voice acting is also top notch and really sells the manner of speech for the characters.
Thief has nice characterization of Garrett and the various guards, has clever overheard conversations as well as notes and cutscenes. Some of the background information like Garrett’s eye being made by Karras is also nice. The city and missions themselves are also constructed nicely to deliver information about the world of Thief, which is rather cool.
MGS3, the theme of it and a lot of the writing I find to be really powerful, as well as the more subtle ways in which the theme and a lot of the characters’ motivations are made clear through their actions. The concept behind it is simple, but the execution makes it really strong in my opinion.