Kinaesthetics/Game Feel

Kinesthetics are the way games feel to us, also called Game Feel (as named by the book Game Feel, and I highly recommend reading it to anyone out there). The way a game feels is heavily tied to how it conveys information to us and the level of control we have over it. The way a game’s interface and the animations ingame are designed determines a lot of how a game feels to play. Humans have a sense of “visual proprioception” for games and even animated cartoons. When there is a character or moving body we become invested in it, and feel its motions in a simulation of the way we feel our own, similar to how we can recall the feelings of motions in our own mind and play them out in our head. We project ourself onto the things we see, the things we touch. It’s why I wince when I get shot in the back, it’s why people tilt their controller in racing games, it’s a big part of why the Wii took off.
Crouch jumping as a mechanic, is kinda arbitrary, but from a kinesthetic point of view, I just don’t want to do without it. When I play Half Life or Team Fortress 2, I have a sense of my characters body as I jump through the air, and crouch jumping is like pulling my feet up so I can go a bit higher, something I do in real life when I hop onto high rises in parks and balance on the edge. It’s a very natural motion to me, and it feels great to pull up my legs in a game to get that extra boost.
Despite how important interesting choices are, not everything necessarily has to be an interesting choice, sometimes you just have to do something, like 360 inputs in fighting games on grapple characters, L Cancels in Smash Bros, slashing an enemy to finish them off in No More Heroes, Snaking in Mario Kart DS or F-Zero GX, or the static bullet spray patterns in Counter Strike. I think that sometimes games are richer for having these things, because no matter how many rules a system has, it’s gotta add up to something coherent.
360 and 720 inputs in fighters are tough and require a lot of setup to perform, because otherwise you end up grabbing nothing, and this helps convey the whole idea of how tricky it is to land such a powerful move in addition to being a natural force that prevents command grabs from being too powerful. It’s a tricky motion that gives a lot of feedback and as a result feels awesome to pull off. To do a standing 720 is considered a sign of mastery over grapple characters in Street Fighter. Ordinarily to perform a 720 in a match, you need to jump in, or dash in to buffer it, and the sheer execution difficulty of doing it in place combined with the even greater feedback from the animation of the 720 than that of the 360. Honestly, every attack I do in fighting games I judge its power based purely on the feedback I get from it than anything like the health bar or actual statistics. Across fighters, more powerful moves have animations that feel more powerful, and responses to them that feel more powerful and this is a huge part of the feeling of fighting games.
In Super Smash Bros 64 and Melee, there is a technique called Z Canceling, or L Canceling (The official Smash Bros 64 website called it Smooth Landing), where if you input L, R, or Z shortly before hitting the ground, you would halve your landing time. A friend of mine always compared it to tucking in your legs before landing, or sticking the landing. It’s always advantageous and there’s no reason not to do it, but if you remove it like the mod Brawl+ did, instead halving everyone’s lag automatically, then the game just doesn’t feel the same. Project M later added in a white flash on doing it which added a positive feedback for confirmation, which is even better for players, especially those still learning the technique.
In No More Heroes, when an enemy is low on health and you hit them, a circle appears on the screen and an arrow spins around in it until it settles on a direction, then you slash in that direction to finish the enemy off. It’s more than a bit indulgent, but it completely works. It helps that they have a fancy canned animation of Travis powering up his beam katana and a huge hitfreeze when the enemy explodes into a cloud of red mist, sliced in half, pieces sliding to the ground.
Snaking in Mario Kart and F-Zero GX are tactics named for the way people who use them wind across the track in a serpentine pattern. In Mario Kart DS’s case snaking involves drifting and mashing left and right to get the drift boost as fast as possible, then drifting the opposite direction and doing it over back and forth across the track. In F-Zero’s case, it involves holding left and L, then smoothly switching to right and R over and over, to carve a wavelike pattern into the track. In both cases, it looks like stylish handling of the vehicle and it makes you reconsider the way you travel across the tracks to accommodate for your snake-like twists.
Static Bullet Spray patterns in games like Counter Strike enable players to learn which way the bullets go and adjust their aim accordingly to fire more accurately. What this does is, it allows the game to have guns that spray fire everywhere like actual guns do, but players can learn how to control the recoil of the gun with practice and aim more accurately, similar to learning how to deal with recoil in real life, giving a sort of relatable context to the action.
This may sound a bit odd, but to some degree I think this sense of momentum exists in board games or card games as well. Yomi and Puzzle Strike, games by David Sirlin that I can’t stop mentioning, have mechanics in them that to me feel like they have a certain weight or momentum to them. In Yomi, when I play a thunderclap with Rook, then chain it into more thunderclaps, it’s a strategy almost like Hugo’s linked claps in Third Strike. Or when I use a throw on someone with rook and do big damage but can’t follow it up, the way its designed suggests slamming something on the ground in the way none of the other characters seem to with their throws. Sirlin has gone to a great deal of effort to give all of his characters a sort of personality that is represented in the way they play that I personally relate back to fighting games. A lot of traditional gaming fans will say, the crunch has to match the fluff.
In a big way, kinesthetics represent the most fundamental conceptual part of how players interact with a game. All the details on interesting choices, framedata, physics, and so on, all add into how a game can feel to someone playing it. This is reflected in the level design, in the way the characters are animated, in the weapon choice, in the amount of damage different attacks do, in the overall lethality of the game, in the speed of the characters, in the way some moves connect and others don’t. There’s not any ostensibly or universally right or wrong way to do kinesthetics, unlike something like balance or depth of strategy which will or will not produce results, however there are certainly guidelines and kinesthetics can themselves help inform the way the system is designed.
In a big way, the right way to do video game design is to come up with these kinesthetic feelings and figuring out how to work rules and goals into that. Like the feeling of skydiving, extreme speed, straining to lift something and crashing it down onto something else, hopping across high places. Video games are simulations of space. Space, time, and other analog pieces of information are things that humans are naturally adept in dealing with and respond well to interacting with. Many of our most powerful games are things that have a strong kinesthetic sense and identity, such as Tetris, Mario, Sonic, Quake, Doom, Dark Souls, Castlevania, Megaman, Katamari, Megaman Zero, Shadow of the Colossus, God Hand, Devil May Cry, Pac Man, Street Fighter, Need for Speed Shift, F-Zero, Mario Kart, The Receiver, Okami, Kirby, Prototype, Infamous, Prince of Persia, Tribes, Jak and Daxter, Space Marine, Metroid Prime, Section 8, Portal, Team Fortress 2, Trauma Center Wii, and No More Heroes. Each of these has a unique and distinct feeling to the players that helps differentiate them and create an identity for them. Good Kinesthetics is as much about establishing a connection with the player as it is creating a unique identity for the game, which is part of why there aren’t any real rules on the right and wrong ways to do kinesthetics. However you can’t build a game on pure kinesthetics alone and No More Heroes is a great example of that. No More Heroes had spectacularly expressive animations and tons of segments and features that played with the player’s feelings of kinesethesia, but it fell flat in a lot of other ways. Without a solid system of interesting choices and other systems to create depth, a game has very little left.
I’d argue that beyond this, Quick Time events are a cheap way of trying to cash in on kinesthetic sensation. They have next to no gameplay elements, but are an barely interactive reaction to a kinesthetic experience. However the trouble with them is that all the inputs in these sequences tend to lack context. Actions done in standard gameplay have an established precedent and predictable context where quick time event cutscenes are segregated from normal play and consist of inputs that have no connection to anything. Quicktime events can be done better having them smoothly cut into normal play like in No More Heroes’ or God Hand’s case and by having an established context for the action you’re performing versus its outcome. In God Hand, there are quick time events that involve either escaping an opponent by rapidly pressing left and right, and ones where you mash the buttons to stack on damage or beat out an opponent’s attack. What’s great about these is that they have anticipation, the player is given warnings of it on screen before it happens in the form of the enemy approaching the character, and it cuts into the quicktime event, and during the quicktime event itself, it displays how well you’re doing. In the case of the mashing QTEs, as you mash faster, so does Gene on the screen. Best of all, all the QTEs are generally optional. The escape ones are like a last ditch attempt to escape the enemy if you mess up and get grappled, and the mash ones are a bonus if you can manage to dizzy an enemy.
In a big way, game design is about capturing interactive experiences we have, quantifying them, and enabling other people to experience and create new experiences with them. As I say, Art is the conveyance of nonliteral information. Despite being nonliteral and abstract, information is very quantifiable and this can be reflected in the design of a game.
Kinesthetics is also partially a matter of using metaphors in the form of input methods to represent actions appropriately relative to how users trigger them, such as how countless console first person shooters use triggers to shoot, Shadow of the Colossus had you grip with a shoulder button, fighting games have you go down, downforward, forward, punch to throw a fireball or otherwise use a move that moves forward, Smash Bros has directional inputs plus buttons to trigger attacks that go in specific directions, Skating games have you balance by trying to keep an icon from sliding off a bar,
Do Reboots Make Sense For Games?
Reboots exist in comics and film franchises because eventually a storyline completely arcs and there is nothing left that can be done with it. Stories and characters eventually as a part of how storytelling works, generally need to reach some type of catharsis in everything but an episodic format without significant character or plot development. Eventually Spiderman gets married to Mary Jane, and everything is working out fine, and you can’t really do much else with the character, so either you retcon something or you reboot. Or have the devil undo it. Alternatively, sometimes there are just so many restrictive elements in the canon of a story that it’s just plain difficult to write anything new without contradicting something that’s already happened and the franchise needs a reboot so that new ground can be tread at all.
Lately we’ve been seeing a lot of reboots of video games in a similar fashion to all the recent reboots of film franchises and the question that nobody has really considered is do video games need to be rebooted? Unlike film franchises, video games aren’t based on stories. Sure, video games have stories in them, much in the same way films have soundtracks in them, but it’s rare that films are made to be about soundtracks. Stories, by their nature, need to come to a type of catharsis eventually. They need to reach a resolution where the dramas of the story are set to rest and sometimes you have room to make a sequel, but frequently it’s just odd to drag characters that have reached fulfillment, or are dead, out of retirement like that. Games don’t really have that limitation because that need to come to a resolution isn’t a part of game mechanics. So do we really need reboots of games? Can the mechanics of a game ever reach a type of complete that prevents new iterations on them without tearing down the previous formula completely and starting from scratch?
One example of a series that never seems to die is Mario, specifically, 2D Mario. Mario has been trotted out with roughly the same mechanics in 2D for over 25 years. It’s received some revisions over the years, such as the ability to carry shells or other objects around and some changes in powerups, but for the most part, the Mario we have today is the same Mario we met in 1985. The closest thing to a reboot Mario ever received was Mario 64 in 1996, and again in 2006 with New Super Mario Bros. This is a long stretch of time, but 2D Mario was still being kept alive on the handheld systems with updated rereleases of previous titles, such asSuper Mario Bros Deluxe andSuper Mario Advance. For the closest thing that could beinterpretedas a reboot, New Super Mario Bros didn’t try to get away from the foundations of the series much at all, rather bringing them back just how they always were with a few new features, like the mega and mini mushrooms, wall jumping, and triple jumping.Despite the New in front of New Super Mario Bros, it’s hard to say that much had changed in it from previous Mario titles apart from the visual style.
Street Fighter is a series with upwards of 20 games in it and several subseries, with every numbered release (and whatever you’d call Alpha, EX, and some of their Versus games) being closer to a completely new take on the series rather than an update on what came before. Since Street Fighter II: The World Warrior Capcom has released about 6 titles all sporting the Street Fighter II name, depending on whether you’d include some of the updated rereleases and collections or not. By about Super Turbo, it’s arguable that Capcom really had nothing left they could do with SFII. New characters just wouldn’t fit the cast they had developed, with combinations of rushdown, keepout, grapplers, and a good mix inbetween. New mechanics probably wouldn’t be supported by the architecture they had programmed and wouldn’t mesh with the system they had already established. In 1996 Capcom rebooted with Street Fighter Alpha in a style similar to their more cartoon-like and cel shaded Darkstalkers games. Street Fighter Alpha introduced air blocking, multiple supers, tiered levels of supers, each with more power, carry over of meter from round to round, chain combos of moves from weaker to stronger in strength, alpha counters, and a few new characters (a lot of these new characters being carryovers from previous Capcom franchises and the original street fighter). The Alpha series went on to develop completely differently from Street Fighter II in style. Alpha 2 introduced custom combos, and set a very different pace for the game from other street fighter titles with its fast normals. Alpha 3 then introduced -isms, and the guard gauge and had maybe the most robust air combo system of any Street Fighter to date. Street Fighter 3 set out to redefine street fighter with beautifully animated characters, a new parry system that allowed hits to be completely blocked with good timing, attacks that all contrasted in timing to cut down on button mashing, a new dash system, EX attacks, very few normals that linked or chained, 3 different supers, and a whole new cast of characters unlike any seen before, or after, in the series. Street Fighter 4 then set out to try to try to distill the roots of the series and iterate on it with its own take. Street Fighter 4 featured focus attacks, which worked like parries from SF3, except with regenerating white health, and the ability to cancel special attacks with them. It also brought back dashes and EX attacks from SF3, but instead of selectable supers, it now has 2 ultra attacks, powered by the revenge meter. The current iteration of Street Fighter 4 has the largest selection of characters from across the franchise ever, and adds a couple new characters of its own. On top of that, SF4 is the definitively most balanced game in the franchise. To say the least, Street Fighter across its various subseries, has handled rebooting itself really well. Every version reaches a point where it’s eventually really distinct from all that follow it, and pretty much feature complete, then they start it over again with a new series. I’ve left out some of the weirder Street Fighter versions, like EX and the versus games, which are odd compared to the main series in their own right.
The Penny Arcade RPG, On the Rain Slick Precipice of Darkness, is a title I figure few have actually tried, but was actually really enjoyable in its own way. The first game set up a simple combat system which was rather dull until I discovered action queuing, which made the whole thing explode with vibrancy. During animations for damn near anything, you still had complete control over the menus, and any action queued up would execute after the current one completed, without allowing the enemies a chance to act even if they were ready to. This mechanic ended up creating a tremendously cool system of trying to judge timings for attacks, waste time with actions that had long animations to build up meter for stronger attacks, factoring in what the enemies were weak and resistant against, and tons of fun realtime evaluations of circumstances and frantically hitting buttons all over the menu, trying to completely choke the enemy out of all attacks. After a few trips around youtube, I don’t think anyone other than me discovered this rather basic trick. In any case, after 2 episodes worth of this, it seemed a lot like they had pushed the system they made to its limits and tried basically every possible combination on the theme in terms of enemy and attack variations, so naturally they switched over to a completely different format by teaming up with the Cthulhu Saves the World developers. I kinda regret that there wasn’t another one in the original style, but there just wasn’t any room to expand I believe.
A recent reboot on everyone’s minds is the new Devil May Cry game, DmC. It’s here where it is hard to hard to argue that a reboot was really necessary, or that the series needed it. Every iteration of Devil May Cry continually set up larger and larger expectations, with a greater feature set than the previous games. The original game had basic attacks and jump canceling, DMC2 had aerial raves and gun switching, DMC3 had a way more developed combat system, styles, tons of weapons, and DMC4 had style switching, a whole new character, new enemies and new weapons. DmC removed lockon, had way less technical combat, and a ton of other bad business that I’m sure you’re already aware of. Was this reboot really necessary? Devil May Cry 4 was the best selling game in the franchise, despite the killer deadlines that required them to reuse tons and tons of content. They were on the track to make a better DMC game after it, but instead they decided to reboot something that still had room to grow. They could have integrated the aspects lost of DMC3’s combat system. They could have expanded on Nero’s. They could have implemented more weapons and styles. There were a lot of things they could have expanded on.
CASTLEVANIA
METROID
The big conclusion here is, sometimes reboots do make sense for games. Sometimes games reach a level of finished where there isn’t much left to explore with them and your only choice is to define something new from scratch. However, sometimes a series is perfectly in its stride. Sometimes it just needs to grow a bit more and still try new things, even if it’s just new level designs like from Super Mario Bros to The Lost Levels. If this is the case, then a reboot can risk seriously alienating the fans, especially if it’s aimed at a broader audience and doesn’t respect the soul of the series, like so many modern reboots seem to do.
Stop trying to make your game an esport
Here’s an open letter to all competitive game developers, stop trying to make your game an esport, support the competitive scene for your game
Hearing that a game is “designed to be esports-worthy” or “designed for high level competitive play” almost always means the opposite thing to me. None of the best competitive games were designed to be competitive in any sense other than “some players win, some players lose”, none of them were designed for the
Design for fun, create accessibility where it is absolutely necessary. Any time accessibility is brought up as a reasoning for removing a feature, it’s always a bad thing. Leave hard things in the game, some people are drawn to things like that. Consider whether any given thing in question is too easy, too hard, or not hard enough, basically whether that thing should be as hard as it is relative to how useful it is.
Move for a design that creates balance across options, but don’t consider balance a be all and end all. A balanced game isn’t necessarily a fun one.
Try to design the game to have a lot of options open, the idea is predictable uncertainty. Players have to be uncertain about whether they will succeed or not, but everything they attempt should have predictable results. what they see on the screen should make sense on the basis of what they did, so that even if they fail, they know why. Consider how options counter other options, and what sort of unorthodox tools you can provide to your players. Try to make options that have a variety of outcomes and interact with other options to create more permutations of outcomes.
Don’t crush or shackle the fans with your attempts to market the game. Don’t just see esports as a huge viral marketing/astroturf campaign, leave it up to the players to make your game a success or not, and allow them
Try making it so there is an easy way to get people into the game without compromising it, meaning good tutorials, a simpler beginner character that focuses on the fundamentals and does well with just fundamental play, or generally designing so the way the system works is evident and players can derive conclusions about how everything looks from just seeing it so people can feel like they have a grasp on the game without much investment, but give people skills to master so the dedicated players can move up. If the base game happens to be complicated, don’t strip it down for the sake of accessibility, just make sure you have good teaching methods for players and a simple base point for them to get into the game and expand on from there.
Don’t design the game so that it is centralized on your continued operation as a company.
Note: This essay is less than half baked, I’d like to expand on everything in here if possible.
Phases of Level Design
This essay is meant to address the game design equivalent of pacing in films. In films there is establishment, development, twists, and conclusions. The 3 act structure. In games there is a progression between the point where you don’t understand anything of a concept, where you know a bit of the concept, and where you are so familiar with a concept that you can have your predictions fooled or distorted about a new situation.
Phase 1: Teach
Phase 2: Challenge
Phase 3: Subvert
Level design is the essential process of progression through a game. Its intent is to lay bear how the game works, test the player’s mastery of it, then try to destroy the player by all means possible once the player understands how to combat it. Good level design can be judged by the phase of the game, and by how well it constrains the player while also letting the player play off it. Phase 3 is the type of level design that we want to aspire to, but the other stages must exist because a player must learn. They can’t play at the top level immediately. This is why difficulty curves exist, to bring the player up to the top. From this point of view, level design is a process of crushing the player via any means possible, and making them accept their defeat. It’s an iterative process of building the player up so you can fairly send them to fall. To use the classic metaphor, give them enough rope to hang themselves with.
Portal and especially portal 2 is a game that never moved past phase 1, and their dev commentary expresses this. Portal 1 later on got into phase 2, and the challenge chambers satisfied phase 3. Portal 2 lacked at anything past phase 1
To a smaller extent, every area and new mechanic has to go through these phases, where first the player is taught about the new thing, the lay of the land, the new enemies, the new tools, and how they’re used or work, then they go through challenging the player, and
Beyond that, level design, and game design in general is a process of both giving the player things to work with, and making it hard on him. In general, the thought goes, how can you make this harder on the player in an intellectual way? The easiest way to make something hard is just to give the player almost no ammo and tons of enemies in tiny space without options for escape, but this isn’t interesting, it isn’t smart for the player or developer, and it’s not good level design.
A better thought process is to think about giving the player options, and the enemies means of countering these options. The difficulty comes from using the environment to the advantage of the player, from making the correct choices given the tools offered. To both succeed in terms of manual dexterity, and in terms of intellectual problem solving. Games that aim for one or the other often get neither. Beyond this, a good way to think about level design is as a process of giving the player things to do, ways to succeed, and then thwarting them, so that the player must dig deeper to try to find viable strategies. If there is a common way to exploit enemies, instead of just removing it, leave it in but give enemies a way to fight back. If there is a spot on the map where the player can stand and never get hit, then either trim it out, or put a firepit there, or make it so the player can’t hit anything while there either. If the players can easily avoid enemies by just ignoring them and running past them, then make the enemies chase them or block off exits. If you give the player the option to heal then have enemies try to close in if the player tries to get in a safe spot to heal.
A great recent example of this sort of thinking would be hotline miami which is heavily based on taking out enemies and provoking them. Enemies carry guns and melee weapons. You start out each level with just your fists. Your fists are silent, and you provoke enemies by being seen. Your fists however are inefficient, and you must pummel the enemy on the ground to guarantee they will not attack you again. Melee weapons generally have a better range than fists and kill instantly, and can be thrown to stun enemies. They are also generally silent. Guns have limited ammo, and are generally trickier to aim than melee weapons, but they kill and can do so at a distance, but the cost is that they make a loud sound which can provoke enemies that cannot see you.
Notes for expansion:
twists early on disrupt learning and consistency in the learning environment
owata style games are universally simple, so that they can throw tons of twists
Alternate proposal for phases:
1. teach
2. test
3. challenge
Stealth Game Spotting Deconstruction
This is ultimately a fine-tuned taking apart of how enemies spot you in stealth games. Might read a bit dry, enjoy.
In a conference on stealth, the Monaco developer mentioned that he red to at all times if possible have every bit of feedback to the player and all decisions be completely binary. Either yes or no. This is in contrast to a stealth genre that is seemingly devoted to more obfuscation and more gradient perceptions. His stated reason for this design decision is because in a gradating system players must learn to get a feel for the interactions which makes it difficult for beginners to act with much certainty, where completely binary interactions make it immediately extremely clear how the system behaves. I think this concept of binary versus fuzzy feedback is worth exploring. A companion idea worth relating to this is that as people have more choices they become overwhelmed by those choices and incapable of judging the choices they are making very well. A similar phenomenon might be at play here. Though as a corollary, as more choices are open, the range of expression becomes wider and more precise. I have been a fan of analog information in the past, but it may be worth investigating the benefits of its opposite, digital information. Analog information may be an easy way to create a wealth of meaningful playstates, however the difficulty of reading some forms of analog information may be its downfall. People are hardwired to recognize the rate of descent on falling objects and calculate their future positions, but something like realizing how far sound travels from you is very hard to perce ive in a digital 3D space. It may be that human minds are only good at processing certain forms of analog information and poor at processing others that have less tangible effects. Obvious example being the aforementioned process of objects moving through space, angular velocity, and the affects of physics on them. Worse analog perceptions could include things such as temperature, volume, or something like top speed versus acceleration in F-Zero, as those are represented more abstractly from their real world counterparts in a game, and some of those have no spatial visual representation. It may be possible though to augment our perceptions of those by mapping them to something spatial and visual such as a bar that fills in proportion to the fuzzy value. Back on stealth games, Mark of the Ninja is not as binary as monaco, but almost all its interactions are also extremely distinct with only small gradations where gradations exist at all. If investigations were done of more games in this respect then it may be possible to devise an overarching theory of information feedback for stealth games, or more games where information feedback is especially critical.
Worth noting is this conflicts heavily with my proposed perfect stealth spotting system, which took the complete opposite approach by making all the information as fuzzy as possible.
As a deconstruction, mark of the ninja had only 2 states of light, in the light and in the dark. The guards have 3 vision cones, one for the dark which is extremely close to them (1), one for the light which is further out (2), and one for the light that activates partial spottings, which is even further out (3). Enemies without night vision could only spot you if you were within cone 1 while in dark, or if you were within cone 2 in light. With night vision they use cone 2 all the time. Cone 3 was unused unless you were in light or I think if the guard has night vision, triggering partial spottings. Partial spottings have the guard mark your current location, then they move over to that spot until they see you or are standing on the same X coordinates as the partial spotting point, then they enter a routine where they stand in place and look around, giving up if they don’t find you and returning to their prior positions. Sound is completely binary, emanating from running footsteps and a few other sources. The source of the sound will mark an partial sighting spot, resulting in the same routine playing out. Sounds never result in alarms, only getting seen in cone 1 or 2 triggers an alarm. On normal game mode, cone 1 is displayed visually, as are partial spotting points, and sounds that can trigger guards, such as footsteps, distraction items, grappling, and environmental objects. Between these there is a set of extremely predictable and understandable behaviors while still offering a large range of potential game states.
To compare, Metal Gear Solid 1 did not have states of light, and had only 1 cone of vision, displayed on the minimap. Being in this cone would trigger an alert phase, as would assault of a guard or being seen by a camera. Creating a noise such as by stepping on a loud floor tile or tapping on a wall would trigger an investigation phase for guards close enough to hear it, causing them to move over to check out the source of the sound. If they see the player, they will initiate an alert phase, and if not they will return to the standard route. An additional and case specific example would be creating footprints in the snow, which would cause the guard to enter an investigation phase, following the footprints. This system is even more binary and more simple than Mark of the Ninja’s, and characterized the game’s emphasis on pattern memorization to get through the stealth challenges, with a few additional means such as the cardboard box, chaff grenades, and deliberately creating distractions to draw guards. Metal Gear solid displayed the viewcones and positions of guards on the minimap at all times, except during full alert status, where the radar would “jam”, preventing them from telling where enemies were. The radar would also jam when chaff grenades were used, or in certain areas such as revolver ocelot’s boss battle. The radar’s effectiveness, having both the map and enemies and yourself displayed on it, enabled players to play almost entirely using it alone.
In Dishonored there is a much more fuzzy system in comparison to the two above. The spotting algorithm’s state is clearly displayed above each guard and civilian’s head as a three stage alarm. If the player is spotted from a long distance away, the NPC will stare in the direction of the player and will fill up one or two bars of the alarm meter. Creating a loud sound somewhere in the vicinity of the NPC will cause a stage 2 alert immediately, and they will stare at the source of the disturbance. As they continue to stare at the player, the alarm stage will build up and eventually reach stage 3, at which point they will cause a full alert and chase after the player or alert other NPCs. The rate at which this alert status builds is proportional to the player’s distance from the NPC and the level of darkness they are in, with it being impossible to be completely invisible to the NPC unless they are out of the NPC’s vision cone. NPCs in Dishonored never investigate disturbances by moving around except during full alert, in which they will chase the player based on the last known location, investigate the area for a short while afterwards, and eventually return to their routes. Once an alert has been called all guards on that area of the level are permanently on stage 1 alert status, meaning they will respond to the player much more quickly in the event of a future spotting. If a player appears very close to an enemy there is a grace period before alarm is called where if they can dispatch that guard immediately, such as by assassinating them with the sword, the alarm will not be triggered at all, and they can stealth kill the guard in one hit as if they were doing it from cover. There is a similar grace period on partial sightings where one can blink away and be forgotten. It might even be on full sightings too, but I cannot remember. I’ll need to investigate more if I ever replay the game. Dishonored’s more fuzzy system is more difficult to read than the prior two, which made interpretation of it a bit more difficult for me. To alleviate this, they added an ability called Darkvision, which could be used at the cost of mana to view the vision cones of guards. Darkvision’s mana cost was only 25% of the bar, and was only a temporary cost, so in general you could bring it up at nearly any time at minimal cost. It also allowed you to view guards through walls if they were close enough.
Thief 2’s system is significantly more fuzzy and complicated than any of the prior systems. I do not understand it well enough to evaluate it at this point. I believe there are at least 5 viewcones involved, but I do not understand their operation or ranges. (found this gamasutra article, I guess I’ll have a look through this at a later point. Though I think it got adjusted in the transfer to Thief 2 from Thief 1, as thief 1 had a really irritating detection system that wasn’t very clear, and Thief 2 seemed easier to read.)
http://www.gamasutra.com/view/feature/2888/building_an_ai_sensory_system_.php
One thing worth noting after my playthrough of Thief 1 and most of Thief 2 is my analysis of the different surfaces that can be walked on and the alerting sounds they produce.
Noises have an apparent range based on the type of noise they are, with jumping being the loudest, and having the furthest range. Noises are dampened by doors, and do not operate strictly on line of sight like vision, and can go around corners. The four distinct classes of movement are all crouching movement, standing walking movement, standing running movement, and jumping. Soft surfaces such as Carpet, moss, and grass can be traversed in any form of movement without producing any sound, soft dirt I believe can be traversed in any way except for jumping, which creates noise. Harder surfaces such as soft stone or hard dirt are silent when crouching or walking, but will make noise if you run. Hard stone will make noise if you walk, and I think wood will too, though I am not completely sure. The loudest surfaces, tile and metal, will make noise regardless of the type of motion across them, but can be traversed silently by crouching and mashing the movement keys to continually reset the phase of the walk cycle so the sound never plays. It is theoretically possible to do this at higher rates of movement, but the walk cycle is much shorter the faster the movement is, so the amount of time the key can be held down is shorter as well. I imagine a macro might be able to silent run if it spammed motion keys on alternating frames.
There are three guard states, aroused, investigating, and alert. In the aroused state they will comment on slight sightings or disturbances, and I have no idea how slight this is. In the investigating state they will actively investigate the area that is of interest until the cooldown timer runs out. In thief 1 guards are immune to backstabs and the blackjack in this state, in thief 2 they are vulnerable to both. In the alert phase in both games they cease to be vulnerable. Quieter noises in the investigation state will mark a new place of interest and reset the cooldown timer, and louder noises will cause an alert. Guards in the investigation phase periodically update their place of interest to be wherever the player is at regular intervals, even if the player is perfectly concealed in total darkness. This effectively mangetizes guards to the player’s position, so the player must avoid guards even while cooldowns are going off. On tile floors or bright areas this can be very tricky. In the neutral state, quieter noises will provoke an aroused state, and in that state they will provoke an investigation state, which has the effect of creating an escalation as noises continue. When an alert state and the post-alert investigation state cools off, guards will return to their original patrols in the aroused state, and so are easily provoked, at least in Thief 1. In Thief 2, they seem to be in a neutral state instead.
Dishonored Wishlist
Dishonored was a game that showed a lot of promise to the stealth community. I for one was massively hyped for it and enjoyed it as I started the game up, but as I got further in, I became really bored and disappointed. The stealth was easy and rigid where tools like blink should have enabled the team to come up with harder stealth challenges than previously possible in stealth games.
My big conclusion on the issue was that guards, even on the highest difficulties, didn’t pursue enough and didn’t really have counters to the player’s options.
The worst part is, most of the code necessary to fix dishonored was already there, just not used correctly. If there was just a modder with source code access, the game could be patched up easily.
All I can say is, I hope at some point in the future someone does this game justice.
Changes that can be made using existing code or very minor modifications to it
Guards get back up after a fixed period of time after being knocked out (there is already a routine for ragdolls getting back up, I saw it with soldiers who survived the wind blast attack)
Guards who get up investigate in the direction of the player and are placed on level 2 alert (investigation routine exists)
Guards who find other unconscious guards do not raise an alarm, but instead wake the guard up and begin investigating on level 2 alarm (ditto)
Guards who hit level 2 alert mark the player location and begin their investigation routine in that direction (the investigation routine exists, I’ve triggered it with a grenade before)
If a guard partially spots a player and the player blinks away, the guard marks an investigation spot at the player’s blink destination (small code change, small trigger condition, small result)
After a player who is in sight uses a ranged attack (windblast, crossbow, gun, etc) enemies using ranged weapons have a shorter windup animation before firing enemies using melee attack faster (like halved or something) (small code change, only involves changing some timers and adding a simple new trigger)
Darkvision costs all the meter the player has temporarily (it all regenerates) (simple variable changes)
Bodies allowed in the stage is a lot higher (variable change, people have already done it in ini mods)
guards hit with sleep darts take longer to go to sleep and investigate around when they are shot (former done with ini mods, latter is obvious) (maybe an aggressive investigation instead of a normal one?)
Guards put on alert status or in investigation status take longer to cool off (basic variable change), and after an alert cools off there will be a separate investigation phase which also needs to cool off, with the investigation point set at the player’s last known location, or if the player can see the guards, the player’s actual location (more simple AI state work)
Pistols knock down less or not at all, also remove the wide blast zone around the pistol, it’s overpowered enough. (ini edits, easy)
Increase the number of zombies in areas with them present? Make the new ones idle around, so as not to disrupt the existing level compositions? (not actually code, just level design)
Basically all the ultimate difficulty mod changes (they’re ini mods, simple)
More guard wandering (It’s a variable, I know it is)
Addition of a noise maker arrow? Make one of the existing arrows have this function? (can’t be too hard, there is already a sound propagation engine, and investigation routines, hell, the DLC has something like this with the chokedust)
Changes that require the writing of new code routines
Guards who notice missing guards alter the patrol patterns of all guards in the area to cover missing spots in the patrol (this obviously requires totally new pathfinding code and could potentially be really tricky)
Once put on full alert guards cycle the current patrol routes for that area of the level, perhaps from a set of pre-scripted routes. (not too hard honestly, simple trigger condition, simple result, more work in designing good guard routes though)
Guards shuffle patrols every so often, taking over another guard’s route (could be a bit complex to manage)
Guards that see another guard being killed by a razor tripwire will not step on razor tripwires in their direct line of sight. (I have no idea how complex this is, it involves modifying pathfinding, but I don’t know if unreal has dynamic pathfinding support out of the box like that)
Guards that see the player use a ranged attack will use the environment to take cover (No code exists for this in the published game, but it’s made in unreal engine, there has to be full fledged support for that type of thing)
Guards that see rats will attempt to run from them, maybe after seeing one companion get devoured (no routine exists for this, would involve new animations and voice acting)
If a guard notices a wall of light has ceased to function, they will replace the whale oil battery + increase to level 1 alert temporarily (holy christ how is this not in the final game? Anyway, needs new AI routines, maybe pathfinding, definitely animations)
Melee system like Dark Messiah? (I can dream, right?)
Guards dodge or run away to avoid grenades thrown at them (new routines and animations)
Guards that discover a device is rewired will attempt to fix it if possible (new routines and animations)
“High Level” versus “Low Level” Mechanics
In games there have seemed to me to be a division between the immediate and pressing ways a player plays the game, the “primary” play mechanics, and the more far off managerial systems that seem to guide the primary play. To help elucidate the differences between these I coined the term low level and high level mechanics, such as to play on the similar seeming distinction between low level and high level programming languages. At the time I was not totally certain of the difference between the two, merely that it seemed evident to me that there was a distinction.
This concept came to me after my lamentations with new MMOs, that all of them seem to pursue new and interesting managerial mechanics, like owning land, player government, construction of player buildings and so on, but none of them have the combat to back up such systems, and the other activities they sport, such as crafting, harvesting, and trade are even less robust than their shallow combat systems. I wanted to have all these clever ideas MMOs kept coming up with, however I knew that each of these MMOs still had the same boring gameplay up front, so I was perturbed.
The other source of this line of inquiry was the game mass effect, which had lackluster cover based shooting, its real focus seeming to be the system of choices made by the players over the course of the three games, some of which had long term consequences, such as whether characters in the player’s party lived or died, were more loyal to them and thereby got stat buffs and which missions the player got to play out. It seemed to me that the primary system was the combat, it was the direct series of interactions that determined success or failure, and yet the focus of the work overall was on the conversations, which had all the same impact as a mere level select screen. The dialogue almost never determined success or failure, and the consequences were more long term, making the game harder or easier, or simply playing in a different style.
As of recent conversations, my conclusion is that the difference I was after was one of short term versus long term consequences. Combat is something very direct, and failure in it was rather immediate, all the interactions and consequences of combat being very short term, with few states persisting longer than a second. Things like leveling up, different builds, resources, character selection, level selection, and type effectiveness are all more long term, being less consequential in an immediate sense on whether the game is won or lost. In RTS games a similar concept exists of micro versus macro play, with micro being how individual battles are won, and macro being the efficiency of resource gathering and allotment for an RTS player.
Between these are things like super bars, health meters , and stamina gauges that tie more directly into the outcome of a fight, but still bridge context for a gameplay encounter and may even be critical in the short term, such as deliberately kicking a player many times in dark souls to erode their stamina and break their guard, where things such as the soul system and level ups and weapon upgrades are far less influential on a player’s success in any direct terms. In a fighting game, this is like deliberately whiffing attacks to build up meter versus the more high level action of selecting a character and fighting style on the character select screen.
Beyond this high level systems play into low level systems and can frequently drive specific types of low level play. The most obvious example being experience points earned from defeating enemies motivate players to fight instead of run away, thereby making the game more deep and difficult by demanding players figure out when they should risk fighting or simply avoid combat.
However there are a few things that can only really be accomplished with low level systems and things that high level systems are necessary to mediate at the low level. A common trend is that with high level systems, at best they can only determine the style or difficulty of play, not be directly responsible for whether the player wins or loses. If a game encourages playing it in a multitude of styles, then it cannot make progression impossible for a player’s decisions there, such as only one style obtaining the master key item and having the way forward only open with the master key. In mass effect, as far as I know, there is only one dialogue option that will instantly kill you if you choose wrong. The reason for this is that dialogue has no mediating system that determines the outcome of interactions, it is purely the fiat of the author, so dialogue in games can only fairly control things like level select, which are not instrumental to beating the game.
Back on the low level, many low level systems, such as different moves with unique tradeoffs as in a fighting game, can only work if there is a mid level system, such as a health bar, governing them, so that attacks can have larger payoffs relative to the situation, and express a broader depth of interactions. Otherwise a number of attacks based on being lower priority but paying off better simply cannot work.
Furthermore, hard counters can only exist on the low level, where at the high level there can only be soft counters or no counter. If hard counters existed at the high level, such as in a fighting game, then what is a complex game with a wide series of interactions all across, may be reduced to a simpler game of just picking the character that automatically wins against your opponent, producing an overall simpler game resembling rock paper scissors. Counters that do exist at the high level must be soft, because they have the longest term effects relative to the length of the game, and if their effect is absolute, then it invalidates many of the game’s other systems, producing a more shallow game overall.
The issue that I see with many games, such as deus ex, mass effect, skyrim, and others, especially rpgs, is that such a focus goes into their high level systems, that the low level is shallow and uninteresting, producing a game that is less about the direct process of winning or losing and more about allocating stats correctly or grinding enough to win, which is less interesting because the consequences are less direct and more long term, and it is less based on interplay and more on efficiency. More interesting examples in the RPG genre would include examples like the Penny Arcade RPG, Shin Megami Tensei 3 Nocturne, The World Ends With You, Breath of Death VII, Cthulhu Saves the World, and the Mario rpgs, because they attempted to make the player evaluate choices within the course of each battle across changing circumstances instead of restricting their complexity to purely their statistical systems.
Related to this is how many stealth games have complicated systems regarding the states of enemies and their process of detecting you, these comprise the more low level systems with more immediate consequences. However another facet of these games have extremely lethal combat, to the player character, with rather simplistic, and frequently clunky, actual fighting. The reason for this is because if these games had more drawn out and more complex combat, then it would undermine the importance of the stealth system, relegating its consequences to being more long term and less short term, as it less directly affects whether the player can or cannot progress. Despite this, I still find the combat systems of many stealth games to be unsatisfying, and I think a good cue to take might be from another game that lacks in high and mid level systems, divekick. Not by literally copying divekick’s mechanics of course, but by establishing a simple spacial means of confrontation with enemies. To create an encounter that is over with very quickly and if failed, means instant death, yet provides a bit more depth to the actual fighting than what metal gear solid 1 or thief provide. A good point of comparison for Thief might be to a more fast and lethal version of chivalry. This hypothetical model for systems would allow players to express more skill in overcoming guards once discovered instead of the more simple systems currently employed that converge on the player just running away usually or overwhelming rather stupid guards in a simple way, while also maintaining that the stealth systems themselves are what decide the outcome most, maintaining the game’s focus. Some games, such as Metal Gear Solid 2 and 3, even elected to include a difficulty, called European Extreme, which makes it so the game is instantly over if the player is clearly spotted by a guard. In the case of Metal Gear Solid 3 in particular, this allows the game to focus very clearly on the stealth elements of the game.
Footnote: It was suggested to me that Micro and Macro might be better terms than low versus high level mechanics, as this is essentially intended to describe the difference between tactics and strategy, and the high versus low dichotomy might be confused with assigning a value to either one, with high level being associated with things like “high level play” and gaining a positive association when no such association should exist for correct use of the term. Another good term may be local versus global.
Additionally it may be useful to provide more examples of how higher level systems are necessary to bind some low level systems together. Obvious example being poker or other betting games, which don’t work without something to bet.
Civ was also presented as a counterexample, being a completely managerial game, and I respect civ on principle due to the words of others, though I have not personally played it. So I think there may be something that civ does right that either disproves or validates my theory.
Treatise on Commitment in Action Games
These are some thoughts on commitment, making a move feel like there’s some weight or momentum behind it, and how cancels change how we think about a move and how it feels to us. It’s unfinished, but it can be an interesting insight.
Some games have a really soft feeling of commitment to actions and others have a really hard feeling of commitment to actions. Lets have a look at how games with low commitment can feel a bit too mushy and how ones with high commitment can feel a bit too rigid.
Obvious contrast is between bayonetta and DMC, DMC has much higher commitment, because fewer readily available actions can cancel commit actions. You can’t cancel attacks with dodges, you can’t cancel attacks with movement options. Instead in DMC3 and 4 to cancel options, you need to use royal guard, which functions as a universal cancel, to transition into a neutral state, and then use the move you want to cancel into. This retains a big feeling of commitment while giving a means of getting around it. By contrast, the original DMC only offers roll dodges as a means of evading attacks (and the invincibility frames on jumps). These roll dodges can only be initiated while not attacking, so attack or defending must be considered more carefully as there is a greater commitment to attacks overall.
Being able to cancel into movement options in general reduces the feeling of commitment to an action, obvious example being cancels into dodges that move you. The more flexible the dodge, the further the feeling of commitment is reduced. God Hand has dodge cancels, but you can only do them forward (practically royal guard), to the sides, and back. The back dodge itself has a long usage time, and cannot be canceled into anything else. Between that and the side dodges, in god hand you still have a strong feeling of commitment to actions. By comparison, in Bayonetta you are allowed to cancel any attack into a dodge at any time. Dodges in Bayonetta can go in any direction. This gives a much lower feeling of commitment, because combos fluidly flow into dodges in any direction at any time without restrictions.
Being able to move as an action is performed, like a jumping attack, reduces the feeling of commitment. Attacks like Stinger however still have a strong feeling of commitment.
IASA frames are a term from Smash Bros for frames in an animation at which point the animation allows itself to be canceled into any other. The acronym stands for “Interruptable As Soon As”. Many games feature these at the tail end of attack animations and it helps the transition out of the animation feel smoother by reducing commitment at the very end and giving the sense that the action flows into the next. Examples of games that do this are obviously smash bros, DMC, Bayonetta, God of War, and Dark Souls. An exception to this would be Kingdoms of Amaleur, and Psychonauts (just the examples that come most readily to mind).
In general, cancels from one animation to another give a sense that the two states are connected and flow into each other. This should give a bit of context for the differences in cancels illustrated above. Cancels like the royal guard cancel or god hand’s weave dodge cancel feel like one is making an effort to halt the prior action, where cancels like bayonetta’s dodge out of any action make it feel like at any time, one can just do anything.
On a further level, the inaccessibility of the royal guard action in DMC4 and the weave dodge in god hand further contribute to that feeling. Most DMC4 players probably do not play in royal guard mode all the time, so in order to royal guard, they have to first style switch, which involves removing your thumb from the control stick to actually reach up and press on the Dpad. In God Hand, the right stick, used for dodges, is removed from the face buttons and has to be reached for to dodge. There is more effort in the physical motion, so it feels like more of an effort to halt the action. By comparison, God of War has the block button readily accessible at any time, so its block cancels have less impact.
Combo chains give the sense that each move flows into each move as a sequence, where links feel more like each move is its own move and they are performed one after the other.
As players play, they build up a model in their head, a simulation of how the whole system works, on the basis of the many repeated times they use actions and the slight differences in outcome each time they use it. Players start games by essentially guessing at the function of things based on the visual symbols they are given, and over the course of play and exploration of “corner cases” (rare circumstances that demonstrate more fully the )
IASA frames are a great example of this type of model building. People rarely if ever see the full followthrough of animations in games, because they get so frequently interrupted once the IASA frames start. However players still get this smoother sense from their presence, because at one time or another they saw the full followthrough animation, or they can subtly perceive where it’s supposed to be and know it’s getting interrupted. In the Animator’s Survival kit and other animation guides, animators frequently mention how there are frames drawn in that convey motions that pass by far too quickly for the audience to really see and realize they saw, but which they will feel and give a greater impact to their perception of the motion. A classic example being squash and stretch used in inbetween frames. Games are filled with these types of things and the most obvious example is cancels themselves.
Physical Information and Counterplay
Physical information is characteristics of an action a character can take in a game that establishes it physically for the player. Physical information provides a closer analogue to the physical act the character is performing and making the action less vague or abstract with relation to the rest of the system. Examples of how an action can be made to feel more physical include giving it anticipation and recovery times, articulated hitboxes that more closely reflect the state the character is in, addition or subtraction of momentum as well as carrying over momentum from state to state. The opposite of imbuing an action with physical information tends to be more arbitrary flags such as type weaknesses, characters snapping onto others (especially if the snap-on range is large), having lock-ons, hitscan, randomized attacks (tend to fit similar design space as each other, function identically), “bad animations”, (list incomplete, think up more examples from games). There is a relationship between what I am coining as physical information and Game Feel or Kinaesthetics. Coincidentally many things that improve Game Feel or Kinaesthetic also give the game a greater tactical depth, which is the focus of this article.
Combat in almost all video games is built on a series of counters (MMOs with their DPS shit can suck a dick). Games are based on a series of what beats what. The most simple possible example is a binary guess, like left or right, and above that, rock paper scissors. Beyond this it is possible to further differentiate options to produce more subtle counters, such as by introducing attacks of different speeds, consisting of different startup frames, active frames, and recovery times. Attacks with short startups are more likely to counter attacks with longer startups if they’re thrown out at the same time, simply because the faster to come out attack will reach the active hitting portion of the animation sooner than the slower to come out attack. Attacks with quick recoveries are less likely to be punished, again because it is harder to attack those fast enough to catch them while they are vulnerable. By diversifying the startups of attacks, one can create a wider range of situations that play out, like interrupting a slow attack with a faster one, punishing a big attack with a slow recovery by starting your medium speed attack late so it just catches them at the end. With a diverse range of attacks time-wise, a more diverse range of counters is possible with less actual moves, because now attacks can counter each other on the basis of how the player times their inputs, so there can be different outcomes for using the same attacks.
To add further diversity, attacks can have different hitboxes relative to each other. One attack may be a low kick done while crouching, another a downward facing attack while jumping, and another might be a standing punch. These 3 archetypes represent the standard triangle of counters in King of Fighters. Jumping attacks done during shorthops go over low kicks, allowing the player to hit opponents who try to crouch and attack. Standing attacks however will punch the opponent out of the air, and typically get good startup times to boot, where jumping attacks take time to first jump then attack. Low kicks however reach really far, and the crouch usually keeps characters below the punch hitbox, countering standing punches. Add into this that there are many variations of these various attacks that all have their own ranges and speeds, and the range of counters possible gets even more dynamic. With variable hitbox positionings, it is possible to beat out faster attacks with slower ones simply by outspacing them, hitting them from afar. Things get more interesting when one considers how attacks may increase the range a character can be hit at, or a character moves during their attack.
Add this: hitboxes getting longer when people do attacks
Of course, all of these principles also apply to 3rd person action games or most other games with melee attacks. Demon’s Souls and Dark souls are really clear cut examples. In Demon’s Souls, I played almost exclusively with bastard sword or the dragon bone smasher (then zwei on my first dark souls playthrough). One thing in common about these weapons is that they all have an R2 attack that is a long range overhead swing that knocks down if it hits. Against lower level enemies, these attacks can be deadly, though they have a long startup. What I got really good at was measuring how fast the enemy was coming at me, and timing my R2 to hit them just as they came into range. Even though I had a speed disadvantage against nearly all enemies, I could triumph over them with good timing. However when I went into PvP play, I found this tactic was not only poor, but almost useless. The overhead swing has a far reach and superb damage, a guaranteed kill in many situations, but against an online opponent who could anticipate it coming, it was far harder to land. Especially because its hit area was only a straight line, allowing people to avoid it easily by moving to the left or right.
Another example from a nonfighting game is Chivalry. Chivalry is a first person melee action game, where players swing melee weapons such as swords, maces, axes, polearms, and flails. Players have 3 attacking options, a broad swing across, a thrusting attack with extra range, and an overhead attack which does a lot of damage. Without a shield, most classes must time their blocks close to when attacks are incoming, and all blocks are directional relative to the angle of defense. Within the same weapon class, most weapons have relatively the same swing speeds, but across classes there are different ranges and swing speeds, from extremely quick daggers, to slow battle axes. The most basic tactic is simply attacking first to catch the opponent in startup and avoid trading blows. Beyond that one can feint an attack and punish by attacking late, moving away from the person while their attack is going on,
Super Armor is another element of creating a more diverse range of counters, because hitstun is an important part of establishing counters in the first place. Super Armor is essentially when an attack is capable of ignoring hitstun (but not damage) usually during its startup or active phases, allowing an attack to out-prioritize other ones. This is sometimes also accomplished with invincibility frames, such as with most rising uppercut moves in fighting games. Super Armor and invincibility frames allow characters to tank or ignore hits, and attacks featuring them usually have other drawbacks to balance them out, such as dragon punches having a short range and long recovery, or super armor being broken by attacks that hit more than once (like in most fighting games) or of sufficient strength (like in smash bros, and dark souls). Attacks featuring super armor are usually given to slower characters, with the idea being that the character may take damage from trading attacks with their opponent, but their attacks are strong enough to come out ahead in the trade, in addition to stunning the opponent, possibly providing combo opportunities for greater damage, and knockdown or other positional advantages after the attack. Focus attacks in Street Fighter 4 have super armor on them, allowing them to absorb 1 hit as temporary damage, but they are powerful attacks and on counter hit or level 2 or 3 of charge, they will crumple the opponent, allowing for nearly any followup attack. Focus attacks can be used to predict incoming single hit attacks, absorb them, and counter attack for a lot of damage. Potemkin in Guilty Gear has a dash attack with a powerful finisher and one hit’s worth of super armor, which allows him to rush at the opponent and crush them, even if they attack back. In most scenarios this can overwhelm an opponent. It also provides knockdown which is really helpful for Potemkin.
It’s important to have hitstun in a game with melee combat because without it, there is no motivation to use any attack other than the one with the highest damage per second and miss as little as possible (in dark souls, that would be the R1 attacks). Having hitstun in place allows attacks to interrupt one another so that counters of speed and timing are even possible. Having the wrong amount of hitstun on an attack can similarly be frustrating, as I can attest to, playing Ganondorf in Smash Bros Melee. Ganondorf’s Down B attack in Melee is powerful, but has relatively low hitstun and long recovery times, especially true for the air version hitting the ground, which has really small quake boxes, so it is tricky to hit people with, and more frequently than not, even on a successful hit, the hitstun would be so low that the opponent could full on counter attack it before ganondorf recovered.